Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "studiorender.h"
#include "studiorendercontext.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterial.h"
#include "mathlib/mathlib.h"
#include "optimize.h"
#include "cmodel.h"
#include "materialsystem/imaterialvar.h"
#include "convar.h"
#include "tier0/vprof.h"
#include "tier0/minidump.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static int g_nTotalDecalVerts;
//-----------------------------------------------------------------------------
// Decal triangle clip flags
//-----------------------------------------------------------------------------
enum
{
DECAL_CLIP_MINUSU = 0x1,
DECAL_CLIP_MINUSV = 0x2,
DECAL_CLIP_PLUSU = 0x4,
DECAL_CLIP_PLUSV = 0x8,
};
#define MAX_DECAL_INDICES_PER_MODEL 2048
//-----------------------------------------------------------------------------
// Triangle clipping state
//-----------------------------------------------------------------------------
struct DecalClipState_t
{
// Number of used vertices
int m_VertCount;
// Indices into the clip verts array of the used vertices
int m_Indices[2][7];
// Helps us avoid copying the m_Indices array by using double-buffering
bool m_Pass;
// Add vertices we've started with and had to generate due to clipping
int m_ClipVertCount;
DecalVertex_t m_ClipVerts[16];
// Union of the decal triangle clip flags above for each vert
int m_ClipFlags[16];
DecalClipState_t() {}
private:
// Copy constructors are not allowed
DecalClipState_t( const DecalClipState_t& src );
};
//-----------------------------------------------------------------------------
//
// Lovely decal code begins here... ABANDON ALL HOPE YE WHO ENTER!!!
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Functions to make vertex opaque
//-----------------------------------------------------------------------------
#ifdef COMPACT_DECAL_VERT
#define GetVecTexCoord( v ) (v.operator Vector2D())
#define GetVecNormal( v ) (v.operator Vector())
#else
#define GetVecTexCoord( v ) v
#define GetVecNormal( v ) v
#endif
//-----------------------------------------------------------------------------
// Remove decal from LRU
//-----------------------------------------------------------------------------
void CStudioRender::RemoveDecalListFromLRU( StudioDecalHandle_t h )
{
DecalLRUListIndex_t i, next;
for ( i = m_DecalLRU.Head(); i != m_DecalLRU.InvalidIndex(); i = next )
{
next = m_DecalLRU.Next(i);
if ( m_DecalLRU[i].m_hDecalHandle == h )
{
m_DecalLRU.Remove( i );
}
}
}
//-----------------------------------------------------------------------------
// Create, destroy list of decals for a particular model
//-----------------------------------------------------------------------------
StudioDecalHandle_t CStudioRender::CreateDecalList( studiohwdata_t *pHardwareData )
{
if ( !pHardwareData || pHardwareData->m_NumLODs <= 0 )
return STUDIORENDER_DECAL_INVALID;
// NOTE: This function is called directly without queueing
m_DecalMutex.Lock();
int handle = m_DecalList.AddToTail();
m_DecalMutex.Unlock();
m_DecalList[handle].m_pHardwareData = pHardwareData;
m_DecalList[handle].m_pLod = new DecalLod_t[pHardwareData->m_NumLODs];
m_DecalList[handle].m_nLods = pHardwareData->m_NumLODs;
for (int i = 0; i < pHardwareData->m_NumLODs; i++)
{
m_DecalList[handle].m_pLod[i].m_FirstMaterial = m_DecalMaterial.InvalidIndex();
}
return (StudioDecalHandle_t)handle;
}
void CStudioRender::DestroyDecalList( StudioDecalHandle_t hDecal )
{
if ( hDecal == STUDIORENDER_DECAL_INVALID )
return;
RemoveDecalListFromLRU( hDecal );
int h = (int)hDecal;
// Clean up
for (int i = 0; i < m_DecalList[h].m_nLods; i++ )
{
// Blat out all geometry associated with all materials
unsigned short mat = m_DecalList[h].m_pLod[i].m_FirstMaterial;
unsigned short next;
while (mat != m_DecalMaterial.InvalidIndex())
{
next = m_DecalMaterial.Next(mat);
g_nTotalDecalVerts -= m_DecalMaterial[mat].m_Vertices.Count();
m_DecalMaterial.Free(mat);
mat = next;
}
}
delete[] m_DecalList[h].m_pLod;
m_DecalList[h].m_pLod = NULL;
m_DecalMutex.Lock();
m_DecalList.Remove( h );
m_DecalMutex.Unlock();
}
//-----------------------------------------------------------------------------
// Transformation/Rotation for decals
//-----------------------------------------------------------------------------
#define FRONTFACING_EPS 0.1f
inline bool CStudioRender::IsFrontFacing( const Vector * pnorm, const mstudioboneweight_t * pboneweight )
{
// NOTE: This only works to rotate normals if there's no scale in the
// pose to world transforms. If we ever add scale, we'll need to
// multiply by the inverse transpose of the pose to decal
float z;
if (pboneweight->numbones == 1)
{
z = DotProduct( pnorm->Base(), m_PoseToDecal[(unsigned)pboneweight->bone[0]][2] );
}
else
{
float zbone;
z = 0;
for (int i = 0; i < pboneweight->numbones; i++)
{
zbone = DotProduct( pnorm->Base(), m_PoseToDecal[(unsigned)pboneweight->bone[i]][2] );
z += zbone * pboneweight->weight[i];
}
}
return ( z >= FRONTFACING_EPS );
}
inline bool CStudioRender::TransformToDecalSpace( DecalBuildInfo_t& build, const Vector& pos,
mstudioboneweight_t *pboneweight, Vector2D& uv )
{
// NOTE: This only works to rotate normals if there's no scale in the
// pose to world transforms. If we ever add scale, we'll need to
// multiply by the inverse transpose of the pose to world
if (pboneweight->numbones == 1)
{
uv.x = DotProduct( pos.Base(), m_PoseToDecal[(unsigned)pboneweight->bone[0]][0] ) +
m_PoseToDecal[(unsigned)pboneweight->bone[0]][0][3];
uv.y = DotProduct( pos.Base(), m_PoseToDecal[(unsigned)pboneweight->bone[0]][1] ) +
m_PoseToDecal[(unsigned)pboneweight->bone[0]][1][3];
}
else
{
uv.x = uv.y = 0;
float ubone, vbone;
for (int i = 0; i < pboneweight->numbones; i++)
{
ubone = DotProduct( pos.Base(), m_PoseToDecal[(unsigned)pboneweight->bone[i]][0] ) +
m_PoseToDecal[(unsigned)pboneweight->bone[i]][0][3];
vbone = DotProduct( pos.Base(), m_PoseToDecal[(unsigned)pboneweight->bone[i]][1] ) +
m_PoseToDecal[(unsigned)pboneweight->bone[i]][1][3];
uv.x += ubone * pboneweight->weight[i];
uv.y += vbone * pboneweight->weight[i];
}
}
if (!build.m_NoPokeThru)
return true;
// No poke thru? do culling....
float z;
if (pboneweight->numbones == 1)
{
z = DotProduct( pos.Base(), m_PoseToDecal[(unsigned)pboneweight->bone[0]][2] ) +
m_PoseToDecal[(unsigned)pboneweight->bone[0]][2][3];
}
else
{
z = 0;
float zbone;
for (int i = 0; i < pboneweight->numbones; i++)
{
zbone = DotProduct( pos.Base(), m_PoseToDecal[(unsigned)pboneweight->bone[i]][2] ) +
m_PoseToDecal[(unsigned)pboneweight->bone[i]][2][3];
z += zbone * pboneweight->weight[i];
}
}
return (fabs(z) < build.m_Radius );
}
//-----------------------------------------------------------------------------
// Projects a decal onto a mesh
//-----------------------------------------------------------------------------
bool CStudioRender::ProjectDecalOntoMesh( DecalBuildInfo_t& build, DecalBuildVertexInfo_t* pVertexInfo, mstudiomesh_t *pMesh )
{
float invRadius = (build.m_Radius != 0.0f) ? 1.0f / build.m_Radius : 1.0f;
const mstudio_meshvertexdata_t *vertData = pMesh->GetVertexData( build.m_pStudioHdr );
const thinModelVertices_t *thinVertData = NULL;
if ( !vertData )
{
// For most models (everything that's not got flex data), the vertex data is 'thinned' on load to save memory
thinVertData = pMesh->GetThinVertexData( build.m_pStudioHdr );
if ( !thinVertData )
return false;
}
// For this to work, the plane and intercept must have been transformed
// into pose space. Also, we'll not be bothering with flexes.
for ( int j=0; j < pMesh->numvertices; ++j )
{
mstudioboneweight_t localBoneWeights;
Vector localPosition;
Vector localNormal;
Vector * vecPosition;
Vector * vecNormal;
mstudioboneweight_t * boneWeights;
if ( vertData )
{
mstudiovertex_t &vert = *vertData->Vertex( j );
vecPosition = &vert.m_vecPosition;
vecNormal = &vert.m_vecNormal;
boneWeights = &vert.m_BoneWeights;
}
else
{
thinVertData->GetMeshPosition( pMesh, j, &localPosition );
vecPosition = &localPosition;
thinVertData->GetMeshNormal( pMesh, j, &localNormal );
vecNormal = &localNormal;
thinVertData->GetMeshBoneWeights( pMesh, j, &localBoneWeights );
boneWeights = &localBoneWeights;
}
// No decal vertex yet...
pVertexInfo[j].m_VertexIndex = 0xFFFF;
pVertexInfo[j].m_UniqueID = 0xFF;
pVertexInfo[j].m_Flags = 0;
// We need to know if the normal is pointing in the negative direction
// if so, blow off all triangles connected to that vertex.
if ( !IsFrontFacing( vecNormal, boneWeights ) )
continue;
pVertexInfo[j].m_Flags |= DecalBuildVertexInfo_t::FRONT_FACING;
bool inValidArea = TransformToDecalSpace( build, *vecPosition, boneWeights, pVertexInfo[j].m_UV );
pVertexInfo[j].m_Flags |= ( inValidArea << 1 );
pVertexInfo[j].m_UV *= invRadius * 0.5f;
pVertexInfo[j].m_UV[0] += 0.5f;
pVertexInfo[j].m_UV[1] += 0.5f;
}
return true;
}
//-----------------------------------------------------------------------------
// Computes clip flags
//-----------------------------------------------------------------------------
inline int ComputeClipFlags( Vector2D const& uv )
{
// Otherwise we gotta do the test
int flags = 0;
if (uv.x < 0.0f)
flags |= DECAL_CLIP_MINUSU;
else if (uv.x > 1.0f)
flags |= DECAL_CLIP_PLUSU;
if (uv.y < 0.0f)
flags |= DECAL_CLIP_MINUSV;
else if (uv.y > 1.0f )
flags |= DECAL_CLIP_PLUSV;
return flags;
}
inline int CStudioRender::ComputeClipFlags( DecalBuildVertexInfo_t* pVertexInfo, int i )
{
return ::ComputeClipFlags( pVertexInfo[i].m_UV );
}
//-----------------------------------------------------------------------------
// Creates a new vertex where the edge intersects the plane
//-----------------------------------------------------------------------------
static int IntersectPlane( DecalClipState_t& state, int start, int end,
int normalInd, float val )
{
DecalVertex_t& startVert = state.m_ClipVerts[start];
DecalVertex_t& endVert = state.m_ClipVerts[end];
Vector2D dir;
Vector2DSubtract( endVert.m_TexCoord, startVert.m_TexCoord, dir );
Assert( dir[normalInd] != 0.0f );
float t = (val - GetVecTexCoord( startVert.m_TexCoord )[normalInd]) / dir[normalInd];
// Allocate a clipped vertex
DecalVertex_t& out = state.m_ClipVerts[state.m_ClipVertCount];
int newVert = state.m_ClipVertCount++;
// The clipped vertex has no analogue in the original mesh
out.m_MeshVertexIndex = 0xFFFF;
out.m_Mesh = 0xFFFF;
out.m_Model = ( sizeof(out.m_Model) == 1 ) ? 0xFF : 0xFFFF;
out.m_Body = ( sizeof(out.m_Body) == 1 ) ? 0xFF : 0xFFFF;
// Interpolate position
out.m_Position[0] = startVert.m_Position[0] * (1.0 - t) + endVert.m_Position[0] * t;
out.m_Position[1] = startVert.m_Position[1] * (1.0 - t) + endVert.m_Position[1] * t;
out.m_Position[2] = startVert.m_Position[2] * (1.0 - t) + endVert.m_Position[2] * t;
// Interpolate normal
Vector vNormal;
// FIXME: this is a bug (it's using position data to compute interpolated normals!)... not seeing any obvious artifacts, though
vNormal[0] = startVert.m_Position[0] * (1.0 - t) + endVert.m_Position[0] * t;
vNormal[1] = startVert.m_Position[1] * (1.0 - t) + endVert.m_Position[1] * t;
vNormal[2] = startVert.m_Position[2] * (1.0 - t) + endVert.m_Position[2] * t;
VectorNormalize( vNormal );
out.m_Normal = vNormal;
// Interpolate texture coord
Vector2D vTexCoord;
Vector2DLerp( GetVecTexCoord( startVert.m_TexCoord ), GetVecTexCoord( endVert.m_TexCoord ), t, vTexCoord );
out.m_TexCoord = vTexCoord;
// Compute the clip flags baby...
state.m_ClipFlags[newVert] = ComputeClipFlags( out.m_TexCoord );
return newVert;
}
//-----------------------------------------------------------------------------
// Clips a triangle against a plane, use clip flags to speed it up
//-----------------------------------------------------------------------------
static void ClipTriangleAgainstPlane( DecalClipState_t& state, int normalInd, int flag, float val )
{
// FIXME: Could compute the & of all the clip flags of all the verts
// as we go through the loop to do another early out
// Ye Olde Sutherland-Hodgman clipping algorithm
int outVertCount = 0;
int start = state.m_Indices[state.m_Pass][state.m_VertCount - 1];
bool startInside = (state.m_ClipFlags[start] & flag) == 0;
for (int i = 0; i < state.m_VertCount; ++i)
{
int end = state.m_Indices[state.m_Pass][i];
bool endInside = (state.m_ClipFlags[end] & flag) == 0;
if (endInside)
{
if (!startInside)
{
int clipVert = IntersectPlane( state, start, end, normalInd, val );
state.m_Indices[!state.m_Pass][outVertCount++] = clipVert;
}
state.m_Indices[!state.m_Pass][outVertCount++] = end;
}
else
{
if (startInside)
{
int clipVert = IntersectPlane( state, start, end, normalInd, val );
state.m_Indices[!state.m_Pass][outVertCount++] = clipVert;
}
}
start = end;
startInside = endInside;
}
state.m_Pass = !state.m_Pass;
state.m_VertCount = outVertCount;
}
//-----------------------------------------------------------------------------
// Converts a mesh index to a DecalVertex_t
//-----------------------------------------------------------------------------
void CStudioRender::ConvertMeshVertexToDecalVertex( DecalBuildInfo_t& build,
int meshIndex, DecalVertex_t& decalVertex, int nGroupIndex )
{
// Copy over the data;
// get the texture coords from the decal planar projection
Assert( meshIndex < MAXSTUDIOVERTS );
if ( build.m_pMeshVertexData )
{
VectorCopy( *build.m_pMeshVertexData->Position( meshIndex ), decalVertex.m_Position );
VectorCopy( *build.m_pMeshVertexData->Normal( meshIndex ), GetVecNormal( decalVertex.m_Normal ) );
}
else
{
// At this point in the code, we should definitely have either compressed or uncompressed vertex data
Assert( build.m_pMeshThinVertexData );
Vector position;
Vector normal;
build.m_pMeshThinVertexData->GetMeshPosition( build.m_pMesh, meshIndex, &position );
build.m_pMeshThinVertexData->GetMeshNormal( build.m_pMesh, meshIndex, &normal );
VectorCopy( position, decalVertex.m_Position );
VectorCopy( normal, GetVecNormal( decalVertex.m_Normal ) );
}
Vector2DCopy( build.m_pVertexInfo[meshIndex].m_UV, GetVecTexCoord( decalVertex.m_TexCoord ) );
decalVertex.m_MeshVertexIndex = meshIndex;
decalVertex.m_Mesh = build.m_Mesh;
Assert( decalVertex.m_Mesh < 100 );
decalVertex.m_Model = build.m_Model;
decalVertex.m_Body = build.m_Body;
decalVertex.m_Group = build.m_Group;
decalVertex.m_GroupIndex = nGroupIndex;
}
//-----------------------------------------------------------------------------
// Adds a vertex to the list of vertices for this material
//-----------------------------------------------------------------------------
inline unsigned short CStudioRender::AddVertexToDecal( DecalBuildInfo_t& build, int nMeshIndex, int nGroupIndex )
{
DecalBuildVertexInfo_t* pVertexInfo = build.m_pVertexInfo;
// If we've never seen this vertex before, we need to add a new decal vert
if ( pVertexInfo[nMeshIndex].m_UniqueID != build.m_nGlobalMeshIndex )
{
pVertexInfo[nMeshIndex].m_UniqueID = build.m_nGlobalMeshIndex;
DecalVertexList_t& decalVertexList = build.m_pDecalMaterial->m_Vertices;
DecalVertexList_t::IndexType_t v;
v = decalVertexList.AddToTail();
g_nTotalDecalVerts++;
// Copy over the data;
ConvertMeshVertexToDecalVertex( build, nMeshIndex, build.m_pDecalMaterial->m_Vertices[v], nGroupIndex );
#ifdef _DEBUG
// Make sure clipped vertices are in the right range...
if (build.m_UseClipVert)
{
Assert( (decalVertexList[v].m_TexCoord[0] >= -1e-3) && (decalVertexList[v].m_TexCoord[0] - 1.0f < 1e-3) );
Assert( (decalVertexList[v].m_TexCoord[1] >= -1e-3) && (decalVertexList[v].m_TexCoord[1] - 1.0f < 1e-3) );
}
#endif
// Store off the index of this vertex so we can reference it again
pVertexInfo[nMeshIndex].m_VertexIndex = build.m_VertexCount;
++build.m_VertexCount;
if (build.m_FirstVertex == decalVertexList.InvalidIndex())
{
build.m_FirstVertex = v;
}
}
return pVertexInfo[nMeshIndex].m_VertexIndex;
}
//-----------------------------------------------------------------------------
// Adds a vertex to the list of vertices for this material
//-----------------------------------------------------------------------------
inline unsigned short CStudioRender::AddVertexToDecal( DecalBuildInfo_t& build, DecalVertex_t& vert )
{
// This creates a unique vertex
DecalVertexList_t& decalVertexList = build.m_pDecalMaterial->m_Vertices;
// Try to see if the clipped vertex already exists in our decal list...
// Only search for matches with verts appearing in the current decal
DecalVertexList_t::IndexType_t i;
unsigned short vertexCount = 0;
for ( i = build.m_FirstVertex; i != decalVertexList.InvalidIndex();
i = decalVertexList.Next(i), ++vertexCount )
{
// Only bother to check against clipped vertices
if ( decalVertexList[i].GetMesh( build.m_pStudioHdr ) )
continue;
// They must have the same position, and normal
// texcoord will fall right out if the positions match
Vector temp;
VectorSubtract( decalVertexList[i].m_Position, vert.m_Position, temp );
if ( (fabs(temp[0]) > 1e-3) || (fabs(temp[1]) > 1e-3) || (fabs(temp[2]) > 1e-3) )
continue;
VectorSubtract( decalVertexList[i].m_Normal, vert.m_Normal, temp );
if ( (fabs(temp[0]) > 1e-3) || (fabs(temp[1]) > 1e-3) || (fabs(temp[2]) > 1e-3) )
continue;
return vertexCount;
}
// This path is the path taken by clipped vertices
Assert( (vert.m_TexCoord[0] >= -1e-3) && (vert.m_TexCoord[0] - 1.0f < 1e-3) );
Assert( (vert.m_TexCoord[1] >= -1e-3) && (vert.m_TexCoord[1] - 1.0f < 1e-3) );
// Must create a new vertex...
DecalVertexList_t::IndexType_t idx = decalVertexList.AddToTail(vert);
g_nTotalDecalVerts++;
if (build.m_FirstVertex == decalVertexList.InvalidIndex())
build.m_FirstVertex = idx;
Assert( vertexCount == build.m_VertexCount );
return build.m_VertexCount++;
}
//-----------------------------------------------------------------------------
// Adds the clipped triangle to the decal
//-----------------------------------------------------------------------------
void CStudioRender::AddClippedDecalToTriangle( DecalBuildInfo_t& build, DecalClipState_t& clipState )
{
// FIXME: Clipped vertices will almost always be shared. We
// need a way of associating clipped vertices with edges so we can share
// the clipped vertices quickly
Assert( clipState.m_VertCount <= 7 );
// Yeah baby yeah!! Add this sucka
int i;
unsigned short indices[7];
for ( i = 0; i < clipState.m_VertCount; ++i)
{
// First add the vertices
int vertIdx = clipState.m_Indices[clipState.m_Pass][i];
if (vertIdx < 3)
{
indices[i] = AddVertexToDecal( build, clipState.m_ClipVerts[vertIdx].m_MeshVertexIndex );
}
else
{
indices[i] = AddVertexToDecal( build, clipState.m_ClipVerts[vertIdx] );
}
}
// Add a trifan worth of triangles
for ( i = 1; i < clipState.m_VertCount - 1; ++i)
{
MEM_ALLOC_CREDIT();
build.m_pDecalMaterial->m_Indices.AddToTail( indices[0] );
build.m_pDecalMaterial->m_Indices.AddToTail( indices[i] );
build.m_pDecalMaterial->m_Indices.AddToTail( indices[i+1] );
}
}
//-----------------------------------------------------------------------------
// Clips the triangle to +/- radius
//-----------------------------------------------------------------------------
bool CStudioRender::ClipDecal( DecalBuildInfo_t& build, int i1, int i2, int i3, int *pClipFlags )
{
int i;
DecalClipState_t clipState;
clipState.m_VertCount = 3;
ConvertMeshVertexToDecalVertex( build, i1, clipState.m_ClipVerts[0] );
ConvertMeshVertexToDecalVertex( build, i2, clipState.m_ClipVerts[1] );
ConvertMeshVertexToDecalVertex( build, i3, clipState.m_ClipVerts[2] );
clipState.m_ClipVertCount = 3;
for ( i = 0; i < 3; ++i)
{
clipState.m_ClipFlags[i] = pClipFlags[i];
clipState.m_Indices[0][i] = i;
}
clipState.m_Pass = 0;
// Clip against each plane
ClipTriangleAgainstPlane( clipState, 0, DECAL_CLIP_MINUSU, 0.0f );
if (clipState.m_VertCount < 3)
return false;
ClipTriangleAgainstPlane( clipState, 0, DECAL_CLIP_PLUSU, 1.0f );
if (clipState.m_VertCount < 3)
return false;
ClipTriangleAgainstPlane( clipState, 1, DECAL_CLIP_MINUSV, 0.0f );
if (clipState.m_VertCount < 3)
return false;
ClipTriangleAgainstPlane( clipState, 1, DECAL_CLIP_PLUSV, 1.0f );
if (clipState.m_VertCount < 3)
return false;
// Only add the clipped decal to the triangle if it's one bone
// otherwise just return if it was clipped
if ( build.m_UseClipVert )
{
AddClippedDecalToTriangle( build, clipState );
}
return true;
}
//-----------------------------------------------------------------------------
// Adds a decal to a triangle, but only if it should
//-----------------------------------------------------------------------------
void CStudioRender::AddTriangleToDecal( DecalBuildInfo_t& build, int i1, int i2, int i3, int gi1, int gi2, int gi3 )
{
DecalBuildVertexInfo_t* pVertexInfo = build.m_pVertexInfo;
// All must be front-facing for a decal to be added
// FIXME: Could make it work if not all are front-facing, need clipping for that
int nAllFrontFacing = pVertexInfo[i1].m_Flags & pVertexInfo[i2].m_Flags & pVertexInfo[i3].m_Flags;
if ( ( nAllFrontFacing & DecalBuildVertexInfo_t::FRONT_FACING ) == 0 )
return;
// This is used to prevent poke through; if the points are too far away
// from the contact point, then don't add the decal
int nAllNotInValidArea = pVertexInfo[i1].m_Flags | pVertexInfo[i2].m_Flags | pVertexInfo[i3].m_Flags;
if ( ( nAllNotInValidArea & DecalBuildVertexInfo_t::VALID_AREA ) == 0 )
return;
// Clip to +/- radius
int clipFlags[3];
clipFlags[0] = ComputeClipFlags( pVertexInfo, i1 );
clipFlags[1] = ComputeClipFlags( pVertexInfo, i2 );
clipFlags[2] = ComputeClipFlags( pVertexInfo, i3 );
// Cull... The result is non-zero if they're all outside the same plane
if ( (clipFlags[0] & (clipFlags[1] & clipFlags[2]) ) != 0)
return;
bool doClip = true;
// Trivial accept for skinned polys... if even one vert is inside
// the draw region, accept
if ((!build.m_UseClipVert) && ( !clipFlags[0] || !clipFlags[1] || !clipFlags[2] ))
{
doClip = false;
}
// Trivial accept... no clip flags set means all in
// Don't clip if we have more than one bone... we'll need to do skinning
// and we can't clip the bone indices
// We *do* want to clip in the one bone case though; useful for large
// static props.
if ( doClip && ( clipFlags[0] || clipFlags[1] || clipFlags[2] ))
{
bool validTri = ClipDecal( build, i1, i2, i3, clipFlags );
// Don't add the triangle if we culled the triangle or if
// we had one or less bones
if (build.m_UseClipVert || (!validTri))
return;
}
// Add the vertices to the decal since there was no clipping
i1 = AddVertexToDecal( build, i1, gi1 );
i2 = AddVertexToDecal( build, i2, gi2 );
i3 = AddVertexToDecal( build, i3, gi3 );
MEM_ALLOC_CREDIT();
build.m_pDecalMaterial->m_Indices.AddToTail(i1);
build.m_pDecalMaterial->m_Indices.AddToTail(i2);
build.m_pDecalMaterial->m_Indices.AddToTail(i3);
}
//-----------------------------------------------------------------------------
// Adds a decal to a mesh
//-----------------------------------------------------------------------------
void CStudioRender::AddDecalToMesh( DecalBuildInfo_t& build )
{
MeshVertexInfo_t &vertexInfo = build.m_pMeshVertices[ build.m_nGlobalMeshIndex ];
if ( vertexInfo.m_nIndex < 0 )
return;
build.m_pVertexInfo = &build.m_pVertexBuffer[ vertexInfo.m_nIndex ];
// Draw all the various mesh groups...
for ( int j = 0; j < build.m_pMeshData->m_NumGroup; ++j )
{
build.m_Group = j;
studiomeshgroup_t* pGroup = &build.m_pMeshData->m_pMeshGroup[j];
// Must add decal to each strip in the strip group
// We do this so we can re-use all of the bone state change
// info associated with the strips
for (int k = 0; k < pGroup->m_NumStrips; ++k)
{
OptimizedModel::StripHeader_t* pStrip = &pGroup->m_pStripData[k];
if (pStrip->flags & OptimizedModel::STRIP_IS_TRISTRIP)
{
for (int i = 0; i < pStrip->numIndices - 2; ++i)
{
bool ccw = (i & 0x1) == 0;
int ti1 = pStrip->indexOffset + i;
int ti2 = ti1+1+ccw;
int ti3 = ti1+2-ccw;
int i1 = pGroup->MeshIndex(ti1);
int i2 = pGroup->MeshIndex(ti2);
int i3 = pGroup->MeshIndex(ti3);
AddTriangleToDecal( build, i1, i2, i3, pGroup->m_pIndices[ti1], pGroup->m_pIndices[ti2], pGroup->m_pIndices[ti3] );
}
}
else
{
Assert( pStrip->flags & OptimizedModel::STRIP_IS_TRILIST );
for (int i = 0; i < pStrip->numIndices; i += 3)
{
int idx = pStrip->indexOffset + i;
int i1 = pGroup->MeshIndex(idx);
int i2 = pGroup->MeshIndex(idx+1);
int i3 = pGroup->MeshIndex(idx+2);
AddTriangleToDecal( build, i1, i2, i3, pGroup->m_pIndices[idx], pGroup->m_pIndices[idx+1], pGroup->m_pIndices[idx+2] );
}
}
}
}
}
//-----------------------------------------------------------------------------
// Adds a decal to a mesh
//-----------------------------------------------------------------------------
bool CStudioRender::AddDecalToModel( DecalBuildInfo_t& buildInfo )
{
// FIXME: We need to do some high-level culling to figure out exactly
// which meshes we need to add the decals to
// Turns out this solution may also be good for mesh sorting
// we need to know the center of each mesh, could also store a
// bounding radius for each mesh and test the ray against each sphere.
for ( int i = 0; i < m_pSubModel->nummeshes; ++i)
{
buildInfo.m_Mesh = i;
buildInfo.m_pMesh = m_pSubModel->pMesh(i);
buildInfo.m_pMeshData = &m_pStudioMeshes[buildInfo.m_pMesh->meshid];
Assert(buildInfo.m_pMeshData);
// Grab either fat or thin vertex data
buildInfo.m_pMeshVertexData = buildInfo.m_pMesh->GetVertexData( buildInfo.m_pStudioHdr );
if ( buildInfo.m_pMeshVertexData == NULL )
{
buildInfo.m_pMeshThinVertexData = buildInfo.m_pMesh->GetThinVertexData( buildInfo.m_pStudioHdr );
if ( !buildInfo.m_pMeshThinVertexData )
return false;
}
AddDecalToMesh( buildInfo );
++buildInfo.m_nGlobalMeshIndex;
}
return true;
}
//-----------------------------------------------------------------------------
// Computes the pose to decal plane transform
//-----------------------------------------------------------------------------
bool CStudioRender::ComputePoseToDecal( const Ray_t& ray, const Vector& up )
{
// Create a transform that projects world coordinates into a
// basis for the decal
matrix3x4_t worldToDecal;
Vector decalU, decalV, decalN;
// Get the z axis
VectorMultiply( ray.m_Delta, -1.0f, decalN );
if (VectorNormalize( decalN ) == 0.0f)
return false;
// Deal with the u axis
CrossProduct( up, decalN, decalU );
if ( VectorNormalize( decalU ) < 1e-3 )
{
// if up parallel or antiparallel to ray, deal...
Vector fixup( up.y, up.z, up.x );
CrossProduct( fixup, decalN, decalU );
if ( VectorNormalize( decalU ) < 1e-3 )
return false;
}
CrossProduct( decalN, decalU, decalV );
// Since I want world-to-decal, I gotta take the inverse of the decal
// to world. Assuming post-multiplying column vectors, the decal to world =
// [ Ux Vx Nx | ray.m_Start[0] ]
// [ Uy Vy Ny | ray.m_Start[1] ]
// [ Uz Vz Nz | ray.m_Start[2] ]
VectorCopy( decalU.Base(), worldToDecal[0] );
VectorCopy( decalV.Base(), worldToDecal[1] );
VectorCopy( decalN.Base(), worldToDecal[2] );
worldToDecal[0][3] = -DotProduct( ray.m_Start.Base(), worldToDecal[0] );
worldToDecal[1][3] = -DotProduct( ray.m_Start.Base(), worldToDecal[1] );
worldToDecal[2][3] = -DotProduct( ray.m_Start.Base(), worldToDecal[2] );
// Compute transforms from pose space to decal plane space
for ( int i = 0; i < m_pStudioHdr->numbones; i++)
{
ConcatTransforms( worldToDecal, m_PoseToWorld[i], m_PoseToDecal[i] );
}
return true;
}
//-----------------------------------------------------------------------------
// Gets the list of triangles for a particular material and lod
//-----------------------------------------------------------------------------
int CStudioRender::GetDecalMaterial( DecalLod_t& decalLod, IMaterial* pDecalMaterial )
{
// Grab the material for this lod...
unsigned short j;
for ( j = decalLod.m_FirstMaterial; j != m_DecalMaterial.InvalidIndex(); j = m_DecalMaterial.Next(j) )
{
if (m_DecalMaterial[j].m_pMaterial == pDecalMaterial)
{
return j;
}
}
// If we got here, this must be the first time we saw this material
j = m_DecalMaterial.Alloc( true );
// Link it into the list of data for this lod
if (decalLod.m_FirstMaterial != m_DecalMaterial.InvalidIndex() )
m_DecalMaterial.LinkBefore( decalLod.m_FirstMaterial, j );
decalLod.m_FirstMaterial = j;
m_DecalMaterial[j].m_pMaterial = pDecalMaterial;
return j;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CStudioRender::RetireDecal( DecalModelList_t &list, DecalId_t nRetireID, int iLOD, int iMaxLOD )
{
// Remove it from the global LRU...
DecalLRUListIndex_t i;
for ( i = m_DecalLRU.Head(); i != m_DecalLRU.InvalidIndex(); i = m_DecalLRU.Next( i ) )
{
if ( nRetireID == m_DecalLRU[i].m_nDecalId )
{
m_DecalLRU.Remove( i );
break;
}
}
Assert( i != m_DecalLRU.InvalidIndex() );
// Find the id to retire and retire all the decals with this id across all LODs.
DecalHistoryList_t *pHistoryList = &list.m_pLod[iLOD].m_DecalHistory;
Assert( pHistoryList->Count() );
if ( !pHistoryList->Count() )
return;
DecalHistory_t *pDecalHistory = &pHistoryList->Element( pHistoryList->Head() );
// Retire this decal in all lods.
for ( int iLod = ( iMaxLOD - 1 ); iLod >= list.m_pHardwareData->m_RootLOD; --iLod )
{
pHistoryList = &list.m_pLod[iLod].m_DecalHistory;
if ( !pHistoryList )
continue;
unsigned short iList = pHistoryList->Head();
unsigned short iNext = pHistoryList->InvalidIndex();
while ( iList != pHistoryList->InvalidIndex() )
{
iNext = pHistoryList->Next( iList );
pDecalHistory = &pHistoryList->Element( iList );
if ( !pDecalHistory || pDecalHistory->m_nId != nRetireID )
{
iList = iNext;
continue;
}
// Find the decal material for the decal to remove
DecalMaterial_t *pMaterial = &m_DecalMaterial[pDecalHistory->m_Material];
if ( pMaterial )
{
// @Note!! Decals must be removed in the reverse order they are added. This code
// assumes that the decal to remove is the oldest one on the model, and therefore
// its vertices start at the head of the list
DecalVertexList_t &vertices = pMaterial->m_Vertices;
Decal_t &decalToRemove = pMaterial->m_Decals[pDecalHistory->m_Decal];
// Now clear out the vertices referenced by the indices....
DecalVertexList_t::IndexType_t next;
DecalVertexList_t::IndexType_t vert = vertices.Head();
Assert( vertices.Count() >= decalToRemove.m_VertexCount );
int vertsToRemove = decalToRemove.m_VertexCount;
while ( vertsToRemove > 0 )
{
// blat out the vertices
next = vertices.Next( vert );
vertices.Remove( vert );
vert = next;
g_nTotalDecalVerts--;
--vertsToRemove;
}
if ( vertices.Count() == 0 )
{
vertices.Purge();
}
// FIXME: This does a memmove. How expensive is it?
pMaterial->m_Indices.RemoveMultiple( 0, decalToRemove.m_IndexCount );
if ( pMaterial->m_Indices.Count() == 0)
{
pMaterial->m_Indices.Purge();
}
// Remove the decal
pMaterial->m_Decals.Remove( pDecalHistory->m_Decal );
if ( pMaterial->m_Decals.Count() == 0)
{
#if 1
pMaterial->m_Decals.Purge();
#else
if ( list.m_pLod[iLOD].m_FirstMaterial == pDecalHistory->m_Material )
{
list.m_pLod[iLOD].m_FirstMaterial = m_DecalMaterial.Next( pDecalHistory->m_Material );
}
m_DecalMaterial.Free( pDecalHistory->m_Material );
#endif
}
}
// Clear the decal out of the history
pHistoryList->Remove( iList );
// Next element.
iList = iNext;
}
}
}
//-----------------------------------------------------------------------------
// Adds a decal to the history list
//-----------------------------------------------------------------------------
int CStudioRender::AddDecalToMaterialList( DecalMaterial_t* pMaterial )
{
DecalList_t& decalList = pMaterial->m_Decals;
return decalList.AddToTail();
}
//-----------------------------------------------------------------------------
// Total number of meshes we have to deal with
//-----------------------------------------------------------------------------
int CStudioRender::ComputeTotalMeshCount( int iRootLOD, int iMaxLOD, int body ) const
{
int nMeshCount = 0;
for ( int k=0 ; k < m_pStudioHdr->numbodyparts ; k++)
{
mstudiomodel_t *pSubModel;
R_StudioSetupModel( k, body, &pSubModel, m_pStudioHdr );
nMeshCount += pSubModel->nummeshes;
}
nMeshCount *= iMaxLOD-iRootLOD+1;
return nMeshCount;
}
//-----------------------------------------------------------------------------
// Set up the locations for vertices to use
//-----------------------------------------------------------------------------
int CStudioRender::ComputeVertexAllocation( int iMaxLOD, int body, studiohwdata_t *pHardwareData, MeshVertexInfo_t *pMeshVertices )
{
bool bSuppressTlucDecal = (m_pStudioHdr->flags & STUDIOHDR_FLAGS_TRANSLUCENT_TWOPASS) != 0;
int nCurrMesh = 0;
int nVertexCount = 0;
for ( int i = iMaxLOD-1; i >= pHardwareData->m_RootLOD; i--)
{
IMaterial **ppMaterials = pHardwareData->m_pLODs[i].ppMaterials;
for ( int k=0 ; k < m_pStudioHdr->numbodyparts ; k++)
{
mstudiomodel_t *pSubModel;
R_StudioSetupModel( k, body, &pSubModel, m_pStudioHdr );
for ( int meshID = 0; meshID < pSubModel->nummeshes; ++meshID, ++nCurrMesh)
{
mstudiomesh_t *pMesh = pSubModel->pMesh(meshID);
pMeshVertices[nCurrMesh].m_pMesh = pMesh;
int n;
for ( n = nCurrMesh; --n >= 0; )
{
if ( pMeshVertices[n].m_pMesh == pMesh )
{
pMeshVertices[nCurrMesh].m_nIndex = pMeshVertices[n].m_nIndex;
break;
}
}
if ( n >= 0 )
continue;
// Don't add to the mesh if the mesh has a translucent material
short *pSkinRef = m_pStudioHdr->pSkinref( 0 );
IMaterial *pMaterial = ppMaterials[pSkinRef[pMesh->material]];
if (bSuppressTlucDecal)
{
if (pMaterial->IsTranslucent())
{
pMeshVertices[nCurrMesh].m_nIndex = -1;
continue;
}
}
if ( pMaterial->GetMaterialVarFlag( MATERIAL_VAR_SUPPRESS_DECALS ) )
{
pMeshVertices[nCurrMesh].m_nIndex = -1;
continue;
}
pMeshVertices[nCurrMesh].m_nIndex = nVertexCount;
nVertexCount += pMesh->numvertices;
}
}
}
return nVertexCount;
}
//-----------------------------------------------------------------------------
// Project decals onto all meshes
//-----------------------------------------------------------------------------
void CStudioRender::ProjectDecalsOntoMeshes( DecalBuildInfo_t& build, int nMeshCount )
{
int nMaxVertexIndex = -1;
for ( int i = 0; i < nMeshCount; ++i )
{
int nIndex = build.m_pMeshVertices[i].m_nIndex;
// No mesh, or have we already projected this?
if (( nIndex < 0 ) || ( nIndex <= nMaxVertexIndex ))
continue;
nMaxVertexIndex = nIndex;
// Project all vertices for this group into decal space
ProjectDecalOntoMesh( build, &build.m_pVertexBuffer[ nIndex ], build.m_pMeshVertices[i].m_pMesh );
}
}
//-----------------------------------------------------------------------------
// Add decals to a decal list by doing a planar projection along the ray
//-----------------------------------------------------------------------------
void CStudioRender::AddDecal( StudioDecalHandle_t hDecal, const StudioRenderContext_t& rc, matrix3x4_t *pBoneToWorld,
studiohdr_t *pStudioHdr, const Ray_t& ray, const Vector& decalUp, IMaterial* pDecalMaterial,
float radius, int body, bool noPokethru, int maxLODToDecal )
{
VPROF( "CStudioRender::AddDecal" );
if ( hDecal == STUDIORENDER_DECAL_INVALID )
return;
// For each lod, build the decal list
int h = (int)hDecal;
DecalModelList_t& list = m_DecalList[h];
if ( list.m_pHardwareData->m_NumStudioMeshes == 0 )
return;
m_pRC = const_cast< StudioRenderContext_t* >( &rc );
m_pStudioHdr = pStudioHdr;
m_pBoneToWorld = pBoneToWorld;
// Bone to world must be set before calling AddDecal; it uses that here
// UNDONE: Use current LOD to cull matrices here?
ComputePoseToWorld( m_PoseToWorld, pStudioHdr, BONE_USED_BY_ANYTHING, m_pRC->m_ViewOrigin, m_pBoneToWorld );
// Compute transforms from pose space to decal plane space
if (!ComputePoseToDecal( ray, decalUp ))
{
m_pStudioHdr = NULL;
m_pRC = NULL;
m_pBoneToWorld = NULL;
return;
}
// Get dynamic information from the material (fade start, fade time)
float fadeStartTime = 0.0f;
float fadeDuration = 0.0f;
int flags = 0;
// This sucker is state needed only when building decals
DecalBuildInfo_t buildInfo;
buildInfo.m_Radius = radius;
buildInfo.m_NoPokeThru = noPokethru;
buildInfo.m_pStudioHdr = pStudioHdr;
buildInfo.m_UseClipVert = ( m_pStudioHdr->numbones <= 1 ) && ( m_pStudioHdr->numflexdesc == 0 );
buildInfo.m_nGlobalMeshIndex = 0;
buildInfo.m_pMeshVertexData = NULL;
// Find out which LODs we're defacing
int iMaxLOD;
if ( maxLODToDecal == ADDDECAL_TO_ALL_LODS )
{
iMaxLOD = list.m_pHardwareData->m_NumLODs;
}
else
{
iMaxLOD = min( list.m_pHardwareData->m_NumLODs, maxLODToDecal );
}
// Allocate space for all projected mesh vertices. We do this to prevent
// re-projection of the same meshes when they appear in multiple LODs
int nMeshCount = ComputeTotalMeshCount( list.m_pHardwareData->m_RootLOD, iMaxLOD-1, body );
// NOTE: This is a consequence of the sizeof (m_UniqueID)
if ( nMeshCount >= 255 )
{
Warning("Unable to apply decals to model (%s), it has more than 255 unique meshes!\n", m_pStudioHdr->pszName() );
m_pStudioHdr = NULL;
m_pRC = NULL;
m_pBoneToWorld = NULL;
return;
}
if ( !IsX360() )
{
buildInfo.m_pMeshVertices = (MeshVertexInfo_t*)stackalloc( nMeshCount * sizeof(MeshVertexInfo_t) );
int nVertexCount = ComputeVertexAllocation( iMaxLOD, body, list.m_pHardwareData, buildInfo.m_pMeshVertices );
buildInfo.m_pVertexBuffer = (DecalBuildVertexInfo_t*)stackalloc( nVertexCount * sizeof(DecalBuildVertexInfo_t) );
}
else
{
// Don't allocate on the stack
buildInfo.m_pMeshVertices = (MeshVertexInfo_t*)malloc( nMeshCount * sizeof(MeshVertexInfo_t) );
int nVertexCount = ComputeVertexAllocation( iMaxLOD, body, list.m_pHardwareData, buildInfo.m_pMeshVertices );
buildInfo.m_pVertexBuffer = (DecalBuildVertexInfo_t*)malloc( nVertexCount * sizeof(DecalBuildVertexInfo_t) );
}
// Project all mesh vertices
ProjectDecalsOntoMeshes( buildInfo, nMeshCount );
if ( IsX360() )
{
while ( g_nTotalDecalVerts * sizeof(DecalVertex_t) > 256*1024 && m_DecalLRU.Head() != m_DecalLRU.InvalidIndex() )
{
DecalId_t nRetireID = m_DecalLRU[ m_DecalLRU.Head() ].m_nDecalId;
StudioDecalHandle_t hRetire = m_DecalLRU[ m_DecalLRU.Head() ].m_hDecalHandle;
DecalModelList_t &modelList = m_DecalList[(int)hRetire];
RetireDecal( modelList, nRetireID, modelList.m_pHardwareData->m_RootLOD, modelList.m_pHardwareData->m_NumLODs );
}
}
// Check to see if we have too many decals on this model
// This assumes that every decal is applied to the root lod at least
int nRootLOD = list.m_pHardwareData->m_RootLOD;
int nFinalLOD = list.m_pHardwareData->m_NumLODs;
DecalHistoryList_t *pHistoryList = &list.m_pLod[list.m_pHardwareData->m_RootLOD].m_DecalHistory;
if ( m_DecalLRU.Count() >= m_pRC->m_Config.maxDecalsPerModel * 1.5 )
{
DecalId_t nRetireID = m_DecalLRU[ m_DecalLRU.Head() ].m_nDecalId;
StudioDecalHandle_t hRetire = m_DecalLRU[ m_DecalLRU.Head() ].m_hDecalHandle;
DecalModelList_t &modelList = m_DecalList[(int)hRetire];
RetireDecal( modelList, nRetireID, modelList.m_pHardwareData->m_RootLOD, modelList.m_pHardwareData->m_NumLODs );
}
if ( pHistoryList->Count() >= m_pRC->m_Config.maxDecalsPerModel )
{
DecalHistory_t *pDecalHistory = &pHistoryList->Element( pHistoryList->Head() );
DecalId_t nRetireID = pDecalHistory->m_nId;
StudioDecalHandle_t hRetire = hDecal;
RetireDecal( m_DecalList[(int)hRetire], nRetireID, nRootLOD, nFinalLOD );
}
// Search all LODs for an overflow condition and retire those also
for ( int i = iMaxLOD-1; i >= list.m_pHardwareData->m_RootLOD; i-- )
{
// Grab the list of all decals using the same material for this lod...
int materialIdx = GetDecalMaterial( list.m_pLod[i], pDecalMaterial );
// Check to see if we should retire the decal
DecalMaterial_t *pDecalMaterial = &m_DecalMaterial[materialIdx];
while ( pDecalMaterial->m_Indices.Count() > MAX_DECAL_INDICES_PER_MODEL )
{
DecalHistoryList_t *pHistoryList = &list.m_pLod[i].m_DecalHistory;
DecalHistory_t *pDecalHistory = &pHistoryList->Element( pHistoryList->Head() );
RetireDecal( list, pDecalHistory->m_nId, nRootLOD, nFinalLOD );
}
}
// Gotta do this for all LODs
bool bAddedDecals = false;
for ( int i = iMaxLOD-1; i >= list.m_pHardwareData->m_RootLOD; i-- )
{
// Grab the list of all decals using the same material for this lod...
int materialIdx = GetDecalMaterial( list.m_pLod[i], pDecalMaterial );
buildInfo.m_pDecalMaterial = &m_DecalMaterial[materialIdx];
// Grab the meshes for this lod
m_pStudioMeshes = list.m_pHardwareData->m_pLODs[i].m_pMeshData;
// Don't decal on meshes that are translucent if it's twopass
buildInfo.m_ppMaterials = list.m_pHardwareData->m_pLODs[i].ppMaterials;
// Set up info needed for vertex sharing
buildInfo.m_FirstVertex = buildInfo.m_pDecalMaterial->m_Vertices.InvalidIndex();
buildInfo.m_VertexCount = 0;
int prevIndexCount = buildInfo.m_pDecalMaterial->m_Indices.Count();
// Step over all body parts + add decals to em all!
int k;
for ( k=0 ; k < m_pStudioHdr->numbodyparts ; k++)
{
// Grab the model for this body part
int model = R_StudioSetupModel( k, body, &m_pSubModel, m_pStudioHdr );
buildInfo.m_Body = k;
buildInfo.m_Model = model;
if ( !AddDecalToModel( buildInfo ) )
break;
}
if ( k != m_pStudioHdr->numbodyparts )
continue;
// Add this to the list of decals in this material
if ( buildInfo.m_VertexCount )
{
bAddedDecals = true;
int decalIndexCount = buildInfo.m_pDecalMaterial->m_Indices.Count() - prevIndexCount;
Assert(decalIndexCount > 0);
int decalIndex = AddDecalToMaterialList( buildInfo.m_pDecalMaterial );
Decal_t& decal = buildInfo.m_pDecalMaterial->m_Decals[decalIndex];
decal.m_VertexCount = buildInfo.m_VertexCount;
decal.m_IndexCount = decalIndexCount;
decal.m_FadeStartTime = fadeStartTime;
decal.m_FadeDuration = fadeDuration;
decal.m_Flags = flags;
// Add this decal to the history...
int h = list.m_pLod[i].m_DecalHistory.AddToTail();
list.m_pLod[i].m_DecalHistory[h].m_Material = materialIdx;
list.m_pLod[i].m_DecalHistory[h].m_Decal = decalIndex;
list.m_pLod[i].m_DecalHistory[h].m_nId = m_nDecalId;
list.m_pLod[i].m_DecalHistory[h].m_nPad = 0;
}
}
// Add to LRU
if ( bAddedDecals )
{
DecalLRUListIndex_t h = m_DecalLRU.AddToTail();
m_DecalLRU[h].m_nDecalId = m_nDecalId;
m_DecalLRU[h].m_hDecalHandle = hDecal;
// Increment count.
++m_nDecalId;
}
if ( IsX360() )
{
free( buildInfo.m_pMeshVertices );
free( buildInfo.m_pVertexBuffer );
}
m_pStudioHdr = NULL;
m_pRC = NULL;
m_pBoneToWorld = NULL;
}
//-----------------------------------------------------------------------------
//
// This code here is all about rendering the decals
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Inner loop for rendering decals that have a single bone
//-----------------------------------------------------------------------------
void CStudioRender::DrawSingleBoneDecals( CMeshBuilder& meshBuilder, DecalMaterial_t& decalMaterial )
{
// We don't got no bones, so yummy yummy yum, just copy the data out
// Static props should go though this code path
DecalVertexList_t& verts = decalMaterial.m_Vertices;
for ( DecalVertexList_t::IndexLocalType_t i = verts.Head(); i != verts.InvalidIndex(); i = verts.Next(i) )
{
DecalVertex_t& vertex = verts[i];
meshBuilder.Position3fv( vertex.m_Position.Base() );
meshBuilder.Normal3fv( GetVecNormal( vertex.m_Normal ).Base() );
#if 0
if ( decalMaterial.m_pMaterial->InMaterialPage() )
{
float offset[2], scale[2];
decalMaterial.m_pMaterial->GetMaterialOffset( offset );
decalMaterial.m_pMaterial->GetMaterialScale( scale );
Vector2D vecTexCoord( vertex.m_TexCoord.x, vertex.m_TexCoord.y );
vecTexCoord.x = clamp( vecTexCoord.x, 0.0f, 1.0f );
vecTexCoord.y = clamp( vecTexCoord.y, 0.0f, 1.0f );
meshBuilder.TexCoordSubRect2f( 0, vecTexCoord.x, vecTexCoord.y, offset[0], offset[1], scale[0], scale[1] );
// meshBuilder.TexCoordSubRect2f( 0, vertex.m_TexCoord.x, vertex.m_TexCoord.y, offset[0], offset[1], scale[0], scale[1] );
}
else
#endif
{
meshBuilder.TexCoord2fv( 0, GetVecTexCoord(vertex.m_TexCoord).Base() );
}
meshBuilder.Color4ub( 255, 255, 255, 255 );
if ( meshBuilder.NumBoneWeights() > 0 ) // bone weight of 0 will not write anything, so these calls would be wasted
{
meshBuilder.BoneWeight( 0, 1.0f );
meshBuilder.BoneWeight( 1, 0.0f );
meshBuilder.BoneWeight( 2, 0.0f );
meshBuilder.BoneWeight( 3, 0.0f );
}
meshBuilder.BoneMatrix( 0, 0 );
meshBuilder.BoneMatrix( 1, 0 );
meshBuilder.BoneMatrix( 2, 0 );
meshBuilder.BoneMatrix( 3, 0 );
meshBuilder.AdvanceVertex();
}
}
void CStudioRender::DrawSingleBoneFlexedDecals( IMatRenderContext *pRenderContext, CMeshBuilder& meshBuilder, DecalMaterial_t& decalMaterial )
{
// We don't got no bones, so yummy yummy yum, just copy the data out
// Static props should go though this code path
DecalVertexList_t& verts = decalMaterial.m_Vertices;
for ( DecalVertexList_t::IndexLocalType_t i = verts.Head(); i != verts.InvalidIndex(); i = verts.Next(i) )
{
DecalVertex_t& vertex = verts[i];
// Clipped verts shouldn't come through here, only static props should use clipped
Assert ( vertex.m_MeshVertexIndex >= 0 );
m_VertexCache.SetBodyModelMesh( vertex.m_Body, vertex.m_Model, vertex.m_Mesh );
if (m_VertexCache.IsVertexFlexed( vertex.m_MeshVertexIndex ))
{
CachedPosNormTan_t* pFlexedVertex = m_VertexCache.GetFlexVertex( vertex.m_MeshVertexIndex );
meshBuilder.Position3fv( pFlexedVertex->m_Position.Base() );
meshBuilder.Normal3fv( pFlexedVertex->m_Normal.Base() );
}
else
{
meshBuilder.Position3fv( vertex.m_Position.Base() );
meshBuilder.Normal3fv( GetVecNormal( vertex.m_Normal ).Base() );
}
#if 0
if ( decalMaterial.m_pMaterial->InMaterialPage() )
{
float offset[2], scale[2];
decalMaterial.m_pMaterial->GetMaterialOffset( offset );
decalMaterial.m_pMaterial->GetMaterialScale( scale );
Vector2D vecTexCoord( vertex.m_TexCoord.x, vertex.m_TexCoord.y );
vecTexCoord.x = clamp( vecTexCoord.x, 0.0f, 1.0f );
vecTexCoord.y = clamp( vecTexCoord.y, 0.0f, 1.0f );
meshBuilder.TexCoordSubRect2f( 0, vecTexCoord.x, vecTexCoord.y, offset[0], offset[1], scale[0], scale[1] );
// meshBuilder.TexCoordSubRect2f( 0, vertex.m_TexCoord.x, vertex.m_TexCoord.y, offset[0], offset[1], scale[0], scale[1] );
}
else
#endif
{
meshBuilder.TexCoord2fv( 0, GetVecTexCoord(vertex.m_TexCoord).Base() );
}
meshBuilder.Color4ub( 255, 255, 255, 255 );
if ( meshBuilder.NumBoneWeights() > 0 ) // bone weight of 0 will not write anything, so these calls would be wasted
{
meshBuilder.BoneWeight( 0, 1.0f );
meshBuilder.BoneWeight( 1, 0.0f );
meshBuilder.BoneWeight( 2, 0.0f );
meshBuilder.BoneWeight( 3, 0.0f );
}
meshBuilder.BoneMatrix( 0, 0 );
meshBuilder.BoneMatrix( 1, 0 );
meshBuilder.BoneMatrix( 2, 0 );
meshBuilder.BoneMatrix( 3, 0 );
meshBuilder.AdvanceVertex();
}
}
//-----------------------------------------------------------------------------
// Inner loop for rendering decals that have multiple bones
//-----------------------------------------------------------------------------
bool CStudioRender::DrawMultiBoneDecals( CMeshBuilder& meshBuilder, DecalMaterial_t& decalMaterial, studiohdr_t *pStudioHdr )
{
const thinModelVertices_t *thinVertData = NULL;
const mstudio_meshvertexdata_t *vertData = NULL;
mstudiomesh_t *pLastMesh = NULL;
DecalVertexList_t& verts = decalMaterial.m_Vertices;
for ( DecalVertexList_t::IndexLocalType_t i = verts.Head(); i != verts.InvalidIndex(); i = verts.Next(i) )
{
DecalVertex_t& vertex = verts[i];
int n = vertex.m_MeshVertexIndex;
Assert( n < MAXSTUDIOVERTS );
mstudiomesh_t *pMesh = vertex.GetMesh( pStudioHdr );
Assert( pMesh );
m_VertexCache.SetBodyModelMesh( vertex.m_Body, vertex.m_Model, vertex.m_Mesh );
if (m_VertexCache.IsVertexPositionCached( n ))
{
CachedPosNorm_t* pCachedVert = m_VertexCache.GetWorldVertex( n );
meshBuilder.Position3fv( pCachedVert->m_Position.Base() );
meshBuilder.Normal3fv( pCachedVert->m_Normal.Base() );
}
else
{
// Prevent the computation of this again....
m_VertexCache.SetupComputation(pMesh);
CachedPosNorm_t* pCachedVert = m_VertexCache.CreateWorldVertex( n );
if ( pLastMesh != pMesh )
{
// only if the mesh changes
pLastMesh = pMesh;
vertData = pMesh->GetVertexData( pStudioHdr );
if ( vertData )
thinVertData = NULL;
else
thinVertData = pMesh->GetThinVertexData( pStudioHdr );
}
if ( vertData )
{
mstudioboneweight_t* pBoneWeights = vertData->BoneWeights( n );
// FIXME: could be faster to blend the matrices and then transform the pos+norm by the same matrix
R_StudioTransform( *vertData->Position( n ), pBoneWeights, pCachedVert->m_Position.AsVector3D() );
R_StudioRotate( *vertData->Normal( n ), pBoneWeights, pCachedVert->m_Normal.AsVector3D() );
}
else if ( thinVertData )
{
// Using compressed vertex data
mstudioboneweight_t boneWeights;
Vector position;
Vector normal;
thinVertData->GetMeshBoneWeights( pMesh, n, &boneWeights );
thinVertData->GetMeshPosition( pMesh, n, &position );
thinVertData->GetMeshNormal( pMesh, n, &normal );
R_StudioTransform( position, &boneWeights, pCachedVert->m_Position.AsVector3D() );
R_StudioRotate( normal, &boneWeights, pCachedVert->m_Normal.AsVector3D() );
}
else
{
return false;
}
// Add a little extra offset for hardware skinning; in that case
// we're doing software skinning for decals and it might not be quite right
VectorMA( pCachedVert->m_Position.AsVector3D(), 0.1, pCachedVert->m_Normal.AsVector3D(), pCachedVert->m_Position.AsVector3D() );
meshBuilder.Position3fv( pCachedVert->m_Position.Base() );
meshBuilder.Normal3fv( pCachedVert->m_Normal.Base() );
}
#if 0
if ( decalMaterial.m_pMaterial->InMaterialPage() )
{
float offset[2], scale[2];
decalMaterial.m_pMaterial->GetMaterialOffset( offset );
decalMaterial.m_pMaterial->GetMaterialScale( scale );
Vector2D vecTexCoord( vertex.m_TexCoord.x, vertex.m_TexCoord.y );
vecTexCoord.x = clamp( vecTexCoord.x, 0.0f, 1.0f );
vecTexCoord.y = clamp( vecTexCoord.y, 0.0f, 1.0f );
meshBuilder.TexCoordSubRect2f( 0, vecTexCoord.x, vecTexCoord.y, offset[0], offset[1], scale[0], scale[1] );
// meshBuilder.TexCoordSubRect2f( 0, vertex.m_TexCoord.x, vertex.m_TexCoord.y, offset[0], offset[1], scale[0], scale[1] );
}
else
#endif
{
meshBuilder.TexCoord2fv( 0, GetVecTexCoord(vertex.m_TexCoord).Base() );
}
meshBuilder.Color4ub( 255, 255, 255, 255 );
if ( meshBuilder.NumBoneWeights() > 0 ) // bone weight of 0 will not write anything, so these calls would be wasted
{
meshBuilder.BoneWeight( 0, 1.0f );
meshBuilder.BoneWeight( 1, 0.0f );
meshBuilder.BoneWeight( 2, 0.0f );
meshBuilder.BoneWeight( 3, 0.0f );
}
meshBuilder.BoneMatrix( 0, 0 );
meshBuilder.BoneMatrix( 1, 0 );
meshBuilder.BoneMatrix( 2, 0 );
meshBuilder.BoneMatrix( 3, 0 );
meshBuilder.AdvanceVertex();
}
return true;
}
bool CStudioRender::DrawMultiBoneFlexedDecals( IMatRenderContext *pRenderContext, CMeshBuilder& meshBuilder,
DecalMaterial_t& decalMaterial, studiohdr_t *pStudioHdr, studioloddata_t *pStudioLOD )
{
int *pBoneRemap = pStudioLOD ? pStudioLOD->m_pHWMorphDecalBoneRemap : NULL;
mstudiomesh_t *pLastMesh = NULL;
const mstudio_meshvertexdata_t *vertData = NULL;
DecalVertexList_t& verts = decalMaterial.m_Vertices;
for ( DecalVertexList_t::IndexLocalType_t i = verts.Head(); i != verts.InvalidIndex(); i = verts.Next(i) )
{
DecalVertex_t& vertex = verts[i];
int n = vertex.m_MeshVertexIndex;
mstudiomesh_t *pMesh = vertex.GetMesh( pStudioHdr );
Assert( pMesh );
if ( pLastMesh != pMesh )
{
// only if the mesh changes
pLastMesh = pMesh;
vertData = pMesh->GetVertexData( pStudioHdr );
}
if ( !vertData )
return false;
IMorph *pMorph = pBoneRemap ? vertex.GetMorph( m_pStudioHdr, m_pStudioMeshes ) : NULL;
Vector2D morphUV;
if ( pMorph )
{
Assert( pBoneRemap );
Assert( vertex.m_GroupIndex != 0xFFFF );
if ( !pRenderContext->GetMorphAccumulatorTexCoord( &morphUV, pMorph, vertex.m_GroupIndex ) )
{
pMorph = NULL;
}
}
if ( !pMorph )
{
mstudioboneweight_t* pBoneWeights = vertData->BoneWeights( n );
m_VertexCache.SetBodyModelMesh( vertex.m_Body, vertex.m_Model, vertex.m_Mesh );
if ( m_VertexCache.IsVertexPositionCached( n ) )
{
CachedPosNorm_t* pCachedVert = m_VertexCache.GetWorldVertex( n );
meshBuilder.Position3fv( pCachedVert->m_Position.Base() );
meshBuilder.Normal3fv( pCachedVert->m_Normal.Base() );
}
else
{
// Prevent the computation of this again....
m_VertexCache.SetupComputation(pMesh);
CachedPosNorm_t* pCachedVert = m_VertexCache.CreateWorldVertex( n );
if (m_VertexCache.IsThinVertexFlexed( n ))
{
CachedPosNorm_t* pFlexedVertex = m_VertexCache.GetThinFlexVertex( n );
Vector vecPosition, vecNormal;
VectorAdd( *vertData->Position( n ), pFlexedVertex->m_Position.AsVector3D(), vecPosition );
VectorAdd( *vertData->Normal( n ), pFlexedVertex->m_Normal.AsVector3D(), vecNormal );
R_StudioTransform( vecPosition, pBoneWeights, pCachedVert->m_Position.AsVector3D() );
R_StudioRotate( vecNormal, pBoneWeights, pCachedVert->m_Normal.AsVector3D() );
VectorNormalize( pCachedVert->m_Normal.AsVector3D() );
}
else if (m_VertexCache.IsVertexFlexed( n ))
{
CachedPosNormTan_t* pFlexedVertex = m_VertexCache.GetFlexVertex( n );
R_StudioTransform( pFlexedVertex->m_Position, pBoneWeights, pCachedVert->m_Position.AsVector3D() );
R_StudioRotate( pFlexedVertex->m_Normal, pBoneWeights, pCachedVert->m_Normal.AsVector3D() );
}
else
{
Assert( pMesh );
R_StudioTransform( *vertData->Position( n ), pBoneWeights, pCachedVert->m_Position.AsVector3D() );
R_StudioRotate( *vertData->Normal( n ), pBoneWeights, pCachedVert->m_Normal.AsVector3D() );
}
// Add a little extra offset for hardware skinning; in that case
// we're doing software skinning for decals and it might not be quite right
VectorMA( pCachedVert->m_Position.AsVector3D(), 0.1, pCachedVert->m_Normal.AsVector3D(), pCachedVert->m_Position.AsVector3D() );
meshBuilder.Position3fv( pCachedVert->m_Position.Base() );
meshBuilder.Normal3fv( pCachedVert->m_Normal.Base() );
}
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.TexCoord2fv( 0, GetVecTexCoord( vertex.m_TexCoord ).Base() );
meshBuilder.TexCoord3f( 2, 0.0f, 0.0f, 0.0f );
// NOTE: Even if HW morphing is active, since we're using bone 0, it will multiply by identity in the shader
if ( meshBuilder.NumBoneWeights() > 0 ) // bone weight of 0 will not write anything, so these calls would be wasted
{
meshBuilder.BoneWeight( 0, 1.0f );
meshBuilder.BoneWeight( 1, 0.0f );
meshBuilder.BoneWeight( 2, 0.0f );
meshBuilder.BoneWeight( 3, 0.0f );
}
meshBuilder.BoneMatrix( 0, 0 );
meshBuilder.BoneMatrix( 1, 0 );
meshBuilder.BoneMatrix( 2, 0 );
meshBuilder.BoneMatrix( 3, 0 );
}
else
{
meshBuilder.Position3fv( vertData->Position( n )->Base() );
meshBuilder.Normal3fv( vertData->Normal( n )->Base() );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.TexCoord2fv( 0, GetVecTexCoord( vertex.m_TexCoord ).Base() );
meshBuilder.TexCoord3f( 2, morphUV.x, morphUV.y, 1.0f );
// NOTE: We should be renormalizing bone weights here like R_AddVertexToMesh does..
// It's too expensive. Tough noogies.
mstudioboneweight_t* pBoneWeights = vertData->BoneWeights( n );
Assert( pBoneWeights->numbones <= 3 );
meshBuilder.BoneWeight( 0, pBoneWeights->weight[ 0 ] );
meshBuilder.BoneWeight( 1, pBoneWeights->weight[ 1 ] );
meshBuilder.BoneWeight( 2, 1.0f - pBoneWeights->weight[ 1 ] - pBoneWeights->weight[ 0 ] );
meshBuilder.BoneWeight( 3, 0.0f );
meshBuilder.BoneMatrix( 0, pBoneRemap[ (unsigned)pBoneWeights->bone[0] ] );
meshBuilder.BoneMatrix( 1, pBoneRemap[ (unsigned)pBoneWeights->bone[1] ] );
meshBuilder.BoneMatrix( 2, pBoneRemap[ (unsigned)pBoneWeights->bone[2] ] );
meshBuilder.BoneMatrix( 3, BONE_MATRIX_INDEX_INVALID );
}
meshBuilder.AdvanceVertex();
}
return true;
}
//-----------------------------------------------------------------------------
// Draws all the decals using a particular material
//-----------------------------------------------------------------------------
void CStudioRender::DrawDecalMaterial( IMatRenderContext *pRenderContext, DecalMaterial_t& decalMaterial, studiohdr_t *pStudioHdr, studioloddata_t *pStudioLOD )
{
// Performance analysis.
// VPROF_BUDGET( "Decals", "Decals" );
VPROF( "DecalsDrawStudio" );
// It's possible for the index count to become zero due to decal retirement
int indexCount = decalMaterial.m_Indices.Count();
if ( indexCount == 0 )
return;
if ( !m_pRC->m_Config.m_bEnableHWMorph )
{
pStudioLOD = NULL;
}
bool bUseHWMorphing = ( pStudioLOD && ( pStudioLOD->m_pHWMorphDecalBoneRemap != NULL ) );
if ( bUseHWMorphing )
{
pRenderContext->BindMorph( MATERIAL_MORPH_DECAL );
}
// Bind the decal material
if ( !m_pRC->m_Config.bWireframeDecals )
{
pRenderContext->Bind( decalMaterial.m_pMaterial );
}
else
{
pRenderContext->Bind( m_pMaterialMRMWireframe );
}
// Use a dynamic mesh...
IMesh* pMesh = pRenderContext->GetDynamicMesh();
int vertexCount = decalMaterial.m_Vertices.Count();
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, vertexCount, indexCount );
// FIXME: Could make static meshes for these?
// But don't make no static meshes for decals that fade, at least
// Two possibilities: no/one bones, we let the hardware do all transformation
// or, more than one bone, we do software skinning.
bool bDraw = true;
if ( m_pStudioHdr->numbones <= 1 )
{
if ( m_pStudioHdr->numflexdesc != 0 )
{
DrawSingleBoneFlexedDecals( pRenderContext, meshBuilder, decalMaterial );
}
else
{
DrawSingleBoneDecals( meshBuilder, decalMaterial );
}
}
else
{
if ( m_pStudioHdr->numflexdesc != 0 )
{
if ( !DrawMultiBoneFlexedDecals( pRenderContext, meshBuilder, decalMaterial, pStudioHdr, pStudioLOD ) )
{
bDraw = false;
}
}
else
{
if ( !DrawMultiBoneDecals( meshBuilder, decalMaterial, pStudioHdr ) )
{
bDraw = false;
}
}
}
// Set the indices
// This is a little tricky. Because we can retire decals, the indices
// for each decal start at 0. We output all the vertices in order of
// each decal, and then fix up the indices based on how many vertices
// we wrote out for the decals
unsigned short decal = decalMaterial.m_Decals.Head();
int indicesRemaining = decalMaterial.m_Decals[decal].m_IndexCount;
int vertexOffset = 0;
for ( int i = 0; i < indexCount; ++i)
{
meshBuilder.Index( decalMaterial.m_Indices[i] + vertexOffset );
meshBuilder.AdvanceIndex();
if (--indicesRemaining <= 0)
{
vertexOffset += decalMaterial.m_Decals[decal].m_VertexCount;
decal = decalMaterial.m_Decals.Next(decal);
if (decal != decalMaterial.m_Decals.InvalidIndex())
{
indicesRemaining = decalMaterial.m_Decals[decal].m_IndexCount;
}
#ifdef _DEBUG
else
{
Assert( i + 1 == indexCount );
}
#endif
}
}
meshBuilder.End();
if ( bDraw )
{
pMesh->Draw();
}
else
{
pMesh->MarkAsDrawn();
}
if ( bUseHWMorphing )
{
pRenderContext->BindMorph( NULL );
}
}
//-----------------------------------------------------------------------------
// Purpose: Setup the render state for decals if object has lighting baked.
//-----------------------------------------------------------------------------
static Vector s_pWhite[6] =
{
Vector( 1.0, 1.0, 1.0 ),
Vector( 1.0, 1.0, 1.0 ),
Vector( 1.0, 1.0, 1.0 ),
Vector( 1.0, 1.0, 1.0 ),
Vector( 1.0, 1.0, 1.0 ),
Vector( 1.0, 1.0, 1.0 )
};
bool CStudioRender::PreDrawDecal( IMatRenderContext *pRenderContext, const DrawModelInfo_t &drawInfo )
{
if ( !drawInfo.m_bStaticLighting )
return false;
// FIXME: This is incredibly bogus,
// it's overwriting lighting state in the context without restoring it!
const Vector *pAmbient;
if ( m_pRC->m_Config.fullbright )
{
pAmbient = s_pWhite;
m_pRC->m_NumLocalLights = 0;
}
else
{
pAmbient = drawInfo.m_vecAmbientCube;
m_pRC->m_NumLocalLights = CopyLocalLightingState( MAXLOCALLIGHTS, m_pRC->m_LocalLights,
drawInfo.m_nLocalLightCount, drawInfo.m_LocalLightDescs );
}
for( int i = 0; i < 6; i++ )
{
VectorCopy( pAmbient[i], m_pRC->m_LightBoxColors[i].AsVector3D() );
m_pRC->m_LightBoxColors[i][3] = 1.0f;
}
SetLightingRenderState();
return true;
}
//-----------------------------------------------------------------------------
// Draws all the decals on a particular model
//-----------------------------------------------------------------------------
void CStudioRender::DrawDecal( const DrawModelInfo_t &drawInfo, int lod, int body )
{
StudioDecalHandle_t handle = drawInfo.m_Decals;
if ( handle == STUDIORENDER_DECAL_INVALID )
return;
VPROF("CStudioRender::DrawDecal");
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
PreDrawDecal( pRenderContext, drawInfo );
// All decal vertex data is are stored in pose space
// So as long as the pose-to-world transforms are set, we're all ready!
// FIXME: Body stuff isn't hooked in at all for decals
// Get the decal list for this lod
const DecalModelList_t& list = m_DecalList[(int)handle];
m_pStudioHdr = drawInfo.m_pStudioHdr;
// Add this fix after I fix the other problem.
studioloddata_t *pStudioLOD = NULL;
if ( m_pStudioHdr->numbones <= 1 )
{
pRenderContext->SetNumBoneWeights( m_pStudioHdr->numbones );
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->LoadMatrix( m_PoseToWorld[0] );
}
else
{
pStudioLOD = &drawInfo.m_pHardwareData->m_pLODs[lod];
if ( !m_pRC->m_Config.m_bEnableHWMorph || !pStudioLOD->m_pHWMorphDecalBoneRemap )
{
pRenderContext->SetNumBoneWeights( 0 );
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->LoadIdentity( );
}
else
{
// Set up skinning for decal rendering with hw morphs
pRenderContext->SetNumBoneWeights( pStudioLOD->m_nDecalBoneCount );
// Bone 0 is always identity; necessary to multiple against non hw-morphed verts
matrix3x4_t identity;
SetIdentityMatrix( identity );
pRenderContext->LoadBoneMatrix( 0, identity );
// Set up the bone state from the mapping computed in ComputeHWMorphDecalBoneRemap
for ( int i = 0; i < m_pStudioHdr->numbones; ++i )
{
int nHWBone = pStudioLOD->m_pHWMorphDecalBoneRemap[i];
if ( nHWBone <= 0 )
continue;
pRenderContext->LoadBoneMatrix( nHWBone, m_PoseToWorld[i] );
}
}
}
// Gotta do this for all LODs
// Draw each set of decals using a particular material
unsigned short mat = list.m_pLod[lod].m_FirstMaterial;
for ( ; mat != m_DecalMaterial.InvalidIndex(); mat = m_DecalMaterial.Next(mat))
{
DecalMaterial_t& decalMaterial = m_DecalMaterial[mat];
DrawDecalMaterial( pRenderContext, decalMaterial, m_pStudioHdr, pStudioLOD );
}
}
void CStudioRender::DrawStaticPropDecals( const DrawModelInfo_t &drawInfo, const StudioRenderContext_t &rc, const matrix3x4_t &modelToWorld )
{
StudioDecalHandle_t handle = drawInfo.m_Decals;
if (handle == STUDIORENDER_DECAL_INVALID)
return;
m_pRC = const_cast< StudioRenderContext_t* >( &rc );
VPROF("CStudioRender::DrawStaticPropDecals");
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
PreDrawDecal( pRenderContext, drawInfo );
// All decal vertex data is are stored in pose space
// So as long as the pose-to-world transforms are set, we're all ready!
// FIXME: Body stuff isn't hooked in at all for decals
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->LoadMatrix( modelToWorld );
const DecalModelList_t& list = m_DecalList[(int)handle];
// Gotta do this for all LODs
// Draw each set of decals using a particular material
unsigned short mat = list.m_pLod[drawInfo.m_Lod].m_FirstMaterial;
for ( ; mat != m_DecalMaterial.InvalidIndex(); mat = m_DecalMaterial.Next(mat))
{
DecalMaterial_t& decalMaterial = m_DecalMaterial[mat];
DrawDecalMaterial( pRenderContext, decalMaterial, drawInfo.m_pStudioHdr, NULL );
}
m_pRC = NULL;
}