Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include <stdlib.h>
#include "studiorender.h"
#include "studiorendercontext.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/imesh.h"
#include "optimize.h"
#include "mathlib/vmatrix.h"
#include "tier0/vprof.h"
#include "tier1/strtools.h"
#include "tier1/KeyValues.h"
#include "tier0/memalloc.h"
#include "convar.h"
#include "materialsystem/itexture.h"
#include "tier2/tier2.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Singleton instance
//-----------------------------------------------------------------------------
CStudioRender g_StudioRender;
CStudioRender *g_pStudioRenderImp = &g_StudioRender;
//-----------------------------------------------------------------------------
// Activate to get stats
//-----------------------------------------------------------------------------
//#define REPORT_FLEX_STATS 1
#ifdef REPORT_FLEX_STATS
static int s_nModelsDrawn = 0;
static int s_nActiveFlexCount = 0;
static ConVar r_flexstats( "r_flexstats", "0", FCVAR_CHEAT );
#endif
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CStudioRender::CStudioRender()
{
m_pRC = NULL;
m_pBoneToWorld = NULL;
m_pFlexWeights = NULL;
m_pFlexDelayedWeights = NULL;
m_pStudioHdr = NULL;
m_pStudioMeshes = NULL;
m_pSubModel = NULL;
m_pGlintTexture = NULL;
m_GlintWidth = 0;
m_GlintHeight = 0;
// Cache-align our important matrices
MemAlloc_PushAllocDbgInfo( __FILE__, __LINE__ );
m_PoseToWorld = (matrix3x4_t*)MemAlloc_AllocAligned( MAXSTUDIOBONES * sizeof(matrix3x4_t), 32 );
m_PoseToDecal = (matrix3x4_t*)MemAlloc_AllocAligned( MAXSTUDIOBONES * sizeof(matrix3x4_t), 32 );
MemAlloc_PopAllocDbgInfo();
m_nDecalId = 1;
}
CStudioRender::~CStudioRender()
{
MemAlloc_FreeAligned(m_PoseToWorld);
MemAlloc_FreeAligned(m_PoseToDecal);
}
void CStudioRender::InitDebugMaterials( void )
{
m_pMaterialMRMWireframe =
g_pMaterialSystem->FindMaterial( "//platform/materials/debug/debugmrmwireframe", TEXTURE_GROUP_OTHER, true );
m_pMaterialMRMWireframe->IncrementReferenceCount();
m_pMaterialMRMWireframeZBuffer =
g_pMaterialSystem->FindMaterial( "//platform/materials/debug/debugmrmwireframezbuffer", TEXTURE_GROUP_OTHER, true );
m_pMaterialMRMWireframeZBuffer->IncrementReferenceCount();
m_pMaterialMRMNormals =
g_pMaterialSystem->FindMaterial( "//platform/materials/debug/debugmrmnormals", TEXTURE_GROUP_OTHER, true );
m_pMaterialMRMNormals->IncrementReferenceCount();
m_pMaterialTangentFrame =
g_pMaterialSystem->FindMaterial( "//platform/materials/debug/debugvertexcolor", TEXTURE_GROUP_OTHER, true );
m_pMaterialTangentFrame->IncrementReferenceCount();
m_pMaterialTranslucentModelHulls =
g_pMaterialSystem->FindMaterial( "//platform/materials/debug/debugtranslucentmodelhulls", TEXTURE_GROUP_OTHER, true );
m_pMaterialTranslucentModelHulls->IncrementReferenceCount();
m_pMaterialSolidModelHulls =
g_pMaterialSystem->FindMaterial( "//platform/materials/debug/debugsolidmodelhulls", TEXTURE_GROUP_OTHER, true );
m_pMaterialSolidModelHulls->IncrementReferenceCount();
m_pMaterialAdditiveVertexColorVertexAlpha =
g_pMaterialSystem->FindMaterial( "//platform/materials/debug/additivevertexcolorvertexalpha", TEXTURE_GROUP_OTHER, true );
m_pMaterialAdditiveVertexColorVertexAlpha->IncrementReferenceCount();
m_pMaterialModelBones =
g_pMaterialSystem->FindMaterial( "//platform/materials/debug/debugmodelbones", TEXTURE_GROUP_OTHER, true );
m_pMaterialModelBones->IncrementReferenceCount();
m_pMaterialModelEnvCubemap =
g_pMaterialSystem->FindMaterial( "//platform/materials/debug/env_cubemap_model", TEXTURE_GROUP_OTHER, true );
m_pMaterialModelEnvCubemap->IncrementReferenceCount();
m_pMaterialWorldWireframe =
g_pMaterialSystem->FindMaterial( "//platform/materials/debug/debugworldwireframe", TEXTURE_GROUP_OTHER, true );
m_pMaterialWorldWireframe->IncrementReferenceCount();
if( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 90 )
{
KeyValues *pVMTKeyValues = new KeyValues( "DepthWrite" );
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
pVMTKeyValues->SetInt( "$alphatest", 0 );
pVMTKeyValues->SetInt( "$nocull", 0 );
m_pDepthWrite[0][0] = g_pMaterialSystem->FindProceduralMaterial( "__DepthWrite00", TEXTURE_GROUP_OTHER, pVMTKeyValues );
m_pDepthWrite[0][0]->IncrementReferenceCount();
pVMTKeyValues = new KeyValues( "DepthWrite" );
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
pVMTKeyValues->SetInt( "$alphatest", 0 );
pVMTKeyValues->SetInt( "$nocull", 1 );
m_pDepthWrite[0][1] = g_pMaterialSystem->FindProceduralMaterial( "__DepthWrite01", TEXTURE_GROUP_OTHER, pVMTKeyValues );
m_pDepthWrite[0][1]->IncrementReferenceCount();
pVMTKeyValues = new KeyValues( "DepthWrite" );
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
pVMTKeyValues->SetInt( "$alphatest", 1 );
pVMTKeyValues->SetInt( "$nocull", 0 );
m_pDepthWrite[1][0] = g_pMaterialSystem->FindProceduralMaterial( "__DepthWrite10", TEXTURE_GROUP_OTHER, pVMTKeyValues );
m_pDepthWrite[1][0]->IncrementReferenceCount();
pVMTKeyValues = new KeyValues( "DepthWrite" );
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
pVMTKeyValues->SetInt( "$alphatest", 1 );
pVMTKeyValues->SetInt( "$nocull", 1 );
m_pDepthWrite[1][1] = g_pMaterialSystem->FindProceduralMaterial( "__DepthWrite11", TEXTURE_GROUP_OTHER, pVMTKeyValues );
m_pDepthWrite[1][1]->IncrementReferenceCount();
pVMTKeyValues = new KeyValues( "DepthWrite" );
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
pVMTKeyValues->SetInt( "$alphatest", 0 );
pVMTKeyValues->SetInt( "$nocull", 0 );
pVMTKeyValues->SetInt( "$color_depth", 1 );
m_pSSAODepthWrite[0][0] = g_pMaterialSystem->FindProceduralMaterial( "__ColorDepthWrite00", TEXTURE_GROUP_OTHER, pVMTKeyValues );
m_pSSAODepthWrite[0][0]->IncrementReferenceCount();
pVMTKeyValues = new KeyValues( "DepthWrite" );
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
pVMTKeyValues->SetInt( "$alphatest", 0 );
pVMTKeyValues->SetInt( "$nocull", 1 );
pVMTKeyValues->SetInt( "$color_depth", 1 );
m_pSSAODepthWrite[0][1] = g_pMaterialSystem->FindProceduralMaterial( "__ColorDepthWrite01", TEXTURE_GROUP_OTHER, pVMTKeyValues );
m_pSSAODepthWrite[0][1]->IncrementReferenceCount();
pVMTKeyValues = new KeyValues( "DepthWrite" );
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
pVMTKeyValues->SetInt( "$alphatest", 1 );
pVMTKeyValues->SetInt( "$nocull", 0 );
pVMTKeyValues->SetInt( "$color_depth", 1 );
m_pSSAODepthWrite[1][0] = g_pMaterialSystem->FindProceduralMaterial( "__ColorDepthWrite10", TEXTURE_GROUP_OTHER, pVMTKeyValues );
m_pSSAODepthWrite[1][0]->IncrementReferenceCount();
pVMTKeyValues = new KeyValues( "DepthWrite" );
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
pVMTKeyValues->SetInt( "$alphatest", 1 );
pVMTKeyValues->SetInt( "$nocull", 1 );
pVMTKeyValues->SetInt( "$color_depth", 1 );
m_pSSAODepthWrite[1][1] = g_pMaterialSystem->FindProceduralMaterial( "__ColorDepthWrite11", TEXTURE_GROUP_OTHER, pVMTKeyValues );
m_pSSAODepthWrite[1][1]->IncrementReferenceCount();
pVMTKeyValues = new KeyValues( "EyeGlint" );
m_pGlintBuildMaterial = g_pMaterialSystem->CreateMaterial( "___glintbuildmaterial", pVMTKeyValues );
}
}
void CStudioRender::ShutdownDebugMaterials( void )
{
#ifdef _WIN32
if ( m_pMaterialMRMWireframe )
{
m_pMaterialMRMWireframe->DecrementReferenceCount();
m_pMaterialMRMWireframe = NULL;
}
if ( m_pMaterialMRMWireframeZBuffer )
{
m_pMaterialMRMWireframeZBuffer->DecrementReferenceCount();
m_pMaterialMRMWireframeZBuffer = NULL;
}
if ( m_pMaterialMRMNormals )
{
m_pMaterialMRMNormals->DecrementReferenceCount();
m_pMaterialMRMNormals = NULL;
}
if ( m_pMaterialTangentFrame )
{
m_pMaterialTangentFrame->DecrementReferenceCount();
m_pMaterialTangentFrame = NULL;
}
if ( m_pMaterialTranslucentModelHulls )
{
m_pMaterialTranslucentModelHulls->DecrementReferenceCount();
m_pMaterialTranslucentModelHulls = NULL;
}
if ( m_pMaterialSolidModelHulls )
{
m_pMaterialSolidModelHulls->DecrementReferenceCount();
m_pMaterialSolidModelHulls = NULL;
}
if ( m_pMaterialAdditiveVertexColorVertexAlpha )
{
m_pMaterialAdditiveVertexColorVertexAlpha->DecrementReferenceCount();
m_pMaterialAdditiveVertexColorVertexAlpha = NULL;
}
if ( m_pMaterialModelBones )
{
m_pMaterialModelBones->DecrementReferenceCount();
m_pMaterialModelBones = NULL;
}
if ( m_pMaterialModelEnvCubemap )
{
m_pMaterialModelEnvCubemap->DecrementReferenceCount();
m_pMaterialModelEnvCubemap = NULL;
}
if ( m_pMaterialWorldWireframe )
{
m_pMaterialWorldWireframe->DecrementReferenceCount();
m_pMaterialWorldWireframe = NULL;
}
// DepthWrite materials
for ( int32 i = 0; i < 4; i++ )
{
if ( m_pDepthWrite[ ( i & 0x2 ) >> 1 ][ i & 0x1 ] )
{
m_pDepthWrite[ ( i & 0x2 ) >> 1 ][ i & 0x1 ]->DecrementReferenceCount();
m_pDepthWrite[ ( i & 0x2 ) >> 1 ][ i & 0x1 ] = NULL;
}
if ( m_pSSAODepthWrite[ ( i & 0x2 ) >> 1 ][ i & 0x1 ] )
{
m_pSSAODepthWrite[ ( i & 0x2 ) >> 1 ][ i & 0x1 ]->DecrementReferenceCount();
m_pSSAODepthWrite[ ( i & 0x2 ) >> 1 ][ i & 0x1 ] = NULL;
}
}
if ( m_pGlintBuildMaterial )
{
m_pGlintBuildMaterial->DecrementReferenceCount();
m_pGlintBuildMaterial = NULL;
}
#endif
}
static void ReleaseMaterialSystemObjects()
{
// g_StudioRender.UncacheGlint();
}
static void RestoreMaterialSystemObjects( int nChangeFlags )
{
// g_StudioRender.PrecacheGlint();
}
//-----------------------------------------------------------------------------
// Init, shutdown
//-----------------------------------------------------------------------------
InitReturnVal_t CStudioRender::Init()
{
if ( g_pMaterialSystem && g_pMaterialSystemHardwareConfig )
{
g_pMaterialSystem->AddReleaseFunc( ReleaseMaterialSystemObjects );
g_pMaterialSystem->AddRestoreFunc( RestoreMaterialSystemObjects );
InitDebugMaterials();
return INIT_OK;
}
return INIT_FAILED;
}
void CStudioRender::Shutdown( void )
{
UncacheGlint();
ShutdownDebugMaterials();
if ( g_pMaterialSystem )
{
g_pMaterialSystem->RemoveReleaseFunc( ReleaseMaterialSystemObjects );
g_pMaterialSystem->RemoveRestoreFunc( RestoreMaterialSystemObjects );
}
}
//-----------------------------------------------------------------------------
// Sets the lighting render state
//-----------------------------------------------------------------------------
void CStudioRender::SetLightingRenderState()
{
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
// FIXME: What happens when we use the fixed function pipeline but vertex shaders
// are active? For the time being this only works because everything that does
// vertex lighting does, in fact, have a vertex shader which is used to render it.
pRenderContext->SetAmbientLightCube( m_pRC->m_LightBoxColors );
if ( m_pRC->m_Config.bSoftwareLighting || m_pRC->m_NumLocalLights == 0 )
{
pRenderContext->DisableAllLocalLights();
}
else
{
int nMaxLightCount = g_pMaterialSystemHardwareConfig->MaxNumLights();
LightDesc_t desc;
desc.m_Type = MATERIAL_LIGHT_DISABLE;
int i;
int nLightCount = min( m_pRC->m_NumLocalLights, nMaxLightCount );
for( i = 0; i < nLightCount; ++i )
{
pRenderContext->SetLight( i, m_pRC->m_LocalLights[i] );
}
for( ; i < nMaxLightCount; ++i )
{
pRenderContext->SetLight( i, desc );
}
}
}
//-----------------------------------------------------------------------------
// Shadow state (affects the models as they are rendered)
//-----------------------------------------------------------------------------
void CStudioRender::AddShadow( IMaterial* pMaterial, void* pProxyData, FlashlightState_t *pFlashlightState, VMatrix *pWorldToTexture, ITexture *pFlashlightDepthTexture )
{
int i = m_ShadowState.AddToTail();
ShadowState_t& state = m_ShadowState[i];
state.m_pMaterial = pMaterial;
state.m_pProxyData = pProxyData;
state.m_pFlashlightState = pFlashlightState;
state.m_pWorldToTexture = pWorldToTexture;
state.m_pFlashlightDepthTexture = pFlashlightDepthTexture;
}
void CStudioRender::ClearAllShadows()
{
m_ShadowState.RemoveAll();
}
void CStudioRender::GetFlexStats( )
{
#ifdef REPORT_FLEX_STATS
static bool s_bLastFlexStats = false;
bool bDoStats = r_flexstats.GetInt() != 0;
if ( bDoStats )
{
if ( !s_bLastFlexStats )
{
s_nModelsDrawn = 0;
s_nActiveFlexCount = 0;
}
// Count number of active weights
int nActiveFlexCount = 0;
for ( int i = 0; i < MAXSTUDIOFLEXDESC; ++i )
{
if ( fabs( m_FlexWeights[i] ) >= 0.001f || fabs( m_FlexDelayedWeights[i] ) >= 0.001f )
{
++nActiveFlexCount;
}
}
++s_nModelsDrawn;
s_nActiveFlexCount += nActiveFlexCount;
}
else
{
if ( s_bLastFlexStats )
{
if ( s_nModelsDrawn )
{
Msg( "Average number of flexes/model: %d\n", s_nActiveFlexCount / s_nModelsDrawn );
}
else
{
Msg( "No models rendered to take stats of\n" );
}
s_nModelsDrawn = 0;
s_nActiveFlexCount = 0;
}
}
s_bLastFlexStats = bDoStats;
#endif
}
//-----------------------------------------------------------------------------
// Main model rendering entry point
//-----------------------------------------------------------------------------
void CStudioRender::DrawModel( const DrawModelInfo_t& info, const StudioRenderContext_t &rc,
matrix3x4_t *pBoneToWorld, const FlexWeights_t &flex, int flags )
{
if ( ( flags & STUDIORENDER_GENERATE_STATS ) != 0 )
{
ModelStats( info, rc, pBoneToWorld, flex, flags );
return;
}
VPROF( "CStudioRender::DrawModel");
m_pRC = const_cast< StudioRenderContext_t* >( &rc );
m_pFlexWeights = flex.m_pFlexWeights;
m_pFlexDelayedWeights = flex.m_pFlexDelayedWeights;
m_pBoneToWorld = pBoneToWorld;
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
// Disable flex if we're told to...
bool flexConfig = m_pRC->m_Config.bFlex;
if (flags & STUDIORENDER_DRAW_NO_FLEXES)
{
m_pRC->m_Config.bFlex = false;
}
// Enable wireframe if we're told to...
bool bWireframe = m_pRC->m_Config.bWireframe;
if ( flags & STUDIORENDER_DRAW_WIREFRAME )
{
m_pRC->m_Config.bWireframe = true;
}
int boneMask = BONE_USED_BY_VERTEX_AT_LOD( info.m_Lod );
// Preserve the matrices if we're skinning
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PushMatrix();
pRenderContext->LoadIdentity();
m_VertexCache.StartModel();
m_pStudioHdr = info.m_pStudioHdr;
if ( !info.m_pHardwareData->m_pLODs )
{
// If we are missing LODs then print the model name before returning
// so we can perhaps correct the underlying problem.
Msg( "Missing LODs for %s, lod index is %d.\n", m_pStudioHdr->pszName(), info.m_Lod );
return;
}
m_pStudioMeshes = info.m_pHardwareData->m_pLODs[info.m_Lod].m_pMeshData;
// Bone to world must be set before calling drawmodel; it uses that here
ComputePoseToWorld( m_PoseToWorld, m_pStudioHdr, boneMask, m_pRC->m_ViewOrigin, pBoneToWorld );
R_StudioRenderModel( pRenderContext, info.m_Skin, info.m_Body, info.m_HitboxSet, info.m_pClientEntity,
info.m_pHardwareData->m_pLODs[info.m_Lod].ppMaterials,
info.m_pHardwareData->m_pLODs[info.m_Lod].pMaterialFlags, flags, boneMask, info.m_Lod, info.m_pColorMeshes);
// Draw all the decals on this model
// If the model is not in memory, this code may not function correctly
// This code assumes the model has been rendered!
// So skip if the model hasn't been rendered
// Also, skip if we're rendering to the shadow depth map
if ( ( m_pStudioMeshes != 0 ) && !( flags & ( STUDIORENDER_SHADOWDEPTHTEXTURE | STUDIORENDER_SSAODEPTHTEXTURE )) )
{
if ((flags & STUDIORENDER_DRAW_GROUP_MASK) != STUDIORENDER_DRAW_TRANSLUCENT_ONLY)
{
DrawDecal( info, info.m_Lod, info.m_Body );
}
// Draw shadows
if ( !( flags & STUDIORENDER_DRAW_NO_SHADOWS ) )
{
DrawShadows( info, flags, boneMask );
}
if( (flags & STUDIORENDER_DRAW_GROUP_MASK) != STUDIORENDER_DRAW_TRANSLUCENT_ONLY &&
!( flags & STUDIORENDER_DRAW_NO_SHADOWS ) )
{
DrawFlashlightDecals( info, info.m_Lod );
}
}
// Restore the matrices if we're skinning
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PopMatrix();
// Restore the configs
m_pRC->m_Config.bFlex = flexConfig;
m_pRC->m_Config.bWireframe = bWireframe;
#ifdef REPORT_FLEX_STATS
GetFlexStats();
#endif
pRenderContext->SetNumBoneWeights( 0 );
m_pRC = NULL;
m_pBoneToWorld = NULL;
m_pFlexWeights = NULL;
m_pFlexDelayedWeights = NULL;
}
void CStudioRender::DrawModelStaticProp( const DrawModelInfo_t& info,
const StudioRenderContext_t &rc, const matrix3x4_t& rootToWorld, int flags )
{
VPROF( "CStudioRender::DrawModelStaticProp");
m_pRC = const_cast<StudioRenderContext_t*>( &rc );
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
memcpy( &m_StaticPropRootToWorld, &rootToWorld, sizeof(matrix3x4_t) );
memcpy( &m_PoseToWorld[0], &rootToWorld, sizeof(matrix3x4_t) );
m_pBoneToWorld = &m_StaticPropRootToWorld;
bool flexConfig = m_pRC->m_Config.bFlex;
m_pRC->m_Config.bFlex = false;
bool bWireframe = m_pRC->m_Config.bWireframe;
if ( flags & STUDIORENDER_DRAW_WIREFRAME )
{
m_pRC->m_Config.bWireframe = true;
}
int lod = info.m_Lod;
m_pStudioHdr = info.m_pStudioHdr;
m_pStudioMeshes = info.m_pHardwareData->m_pLODs[lod].m_pMeshData;
if ( ( flags & STUDIORENDER_GENERATE_STATS ) != 0 )
{
FlexWeights_t flex;
ModelStats( info, rc, m_pBoneToWorld, flex, flags | STUDIORENDER_DRAW_NO_FLEXES );
return;
}
R_StudioRenderModel( pRenderContext, info.m_Skin, info.m_Body, info.m_HitboxSet, info.m_pClientEntity,
info.m_pHardwareData->m_pLODs[lod].ppMaterials,
info.m_pHardwareData->m_pLODs[lod].pMaterialFlags, flags, BONE_USED_BY_ANYTHING, lod, info.m_pColorMeshes);
// If we're not shadow depth mapping
if ( ( flags & ( STUDIORENDER_SHADOWDEPTHTEXTURE | STUDIORENDER_SSAODEPTHTEXTURE ) ) == 0 )
{
// FIXME: Should this occur in a separate call?
// Draw all the decals on this model
if ((flags & STUDIORENDER_DRAW_GROUP_MASK) != STUDIORENDER_DRAW_TRANSLUCENT_ONLY)
{
DrawDecal( info, lod, info.m_Body );
}
// Draw shadows
if ( !( flags & STUDIORENDER_DRAW_NO_SHADOWS ) )
{
DrawShadows( info, flags, BONE_USED_BY_ANYTHING );
}
if( (flags & STUDIORENDER_DRAW_GROUP_MASK) != STUDIORENDER_DRAW_TRANSLUCENT_ONLY &&
!( flags & STUDIORENDER_DRAW_NO_SHADOWS ) )
{
DrawFlashlightDecals( info, lod );
}
}
// Restore the configs
m_pRC->m_Config.bFlex = flexConfig;
m_pRC->m_Config.bWireframe = bWireframe;
pRenderContext->SetNumBoneWeights( 0 );
m_pBoneToWorld = NULL;
m_pRC = NULL;
}
// UNDONE: Currently no flex supported, no per instance cubemap or other lighting state supported, no eyeballs supported
// NOTE: This is a fast path for simple models with skeletons but not many other features
void CStudioRender::DrawModelArray( const DrawModelInfo_t &drawInfo, const StudioRenderContext_t &rc, int arrayCount, model_array_instance_t *pInstanceData, int instanceStride, int flags )
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s %d", __FUNCTION__, arrayCount );
#ifndef SWDS // no drawing on dedicated server
#if 0
FlexWeights_t flex;
memset(&flex, 0, sizeof(flex));
for ( int i = 0; i < arrayCount; i++ )
{
DrawModel( drawInfo, rc, &pInstanceData[i].modelToWorld, flex, flags );
}
return;
#endif
m_pRC = const_cast< StudioRenderContext_t* >( &rc );
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
// Preserve the matrices if we're skinning
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PushMatrix();
pRenderContext->LoadIdentity();
pRenderContext->SetNumBoneWeights( 0 );
// get the studio mesh data for this lod
studiomeshdata_t *pMeshDataBase = drawInfo.m_pHardwareData->m_pLODs[drawInfo.m_Lod].m_pMeshData;
IMaterial **ppMaterials = drawInfo.m_pHardwareData->m_pLODs[drawInfo.m_Lod].ppMaterials;
int *pMaterialFlags = drawInfo.m_pHardwareData->m_pLODs[drawInfo.m_Lod].pMaterialFlags;
studiohdr_t *pStudioHdr = drawInfo.m_pStudioHdr;
m_bDrawTranslucentSubModels = false;
int skin = drawInfo.m_Skin;
short *pskinref = pStudioHdr->pSkinref( 0 );
if ( skin > 0 && skin < pStudioHdr->numskinfamilies )
{
pskinref += ( skin * pStudioHdr->numskinref );
}
for ( int body = 0; body < pStudioHdr->numbodyparts; ++body )
{
mstudiobodyparts_t *pbodypart = pStudioHdr->pBodypart( body );
int index = drawInfo.m_Body / pbodypart->base;
index = index % pbodypart->nummodels;
mstudiomodel_t *pSubmodel = pbodypart->pModel( index );
for ( int meshIndex = 0; meshIndex < pSubmodel->nummeshes; ++meshIndex )
{
mstudiomesh_t *pmesh = pSubmodel->pMesh(meshIndex);
studiomeshdata_t *pMeshData = &pMeshDataBase[pmesh->meshid];
Assert( pMeshData );
if ( !pMeshData->m_NumGroup )
continue;
if ( !pMaterialFlags )
continue;
StudioModelLighting_t lighting = LIGHTING_HARDWARE;
int materialFlags = pMaterialFlags[pskinref[pmesh->material]];
IMaterial* pMaterial = R_StudioSetupSkinAndLighting( pRenderContext, pskinref[ pmesh->material ], ppMaterials, materialFlags, drawInfo.m_pClientEntity, NULL, lighting );
if ( !pMaterial )
continue;
// eyeball! can't do those in array mode yet
Assert( pmesh->materialtype != 1 );
//R_StudioDrawMesh( pRenderContext, pmesh, pMeshData, lighting, pMaterial, NULL, drawInfo.m_Lod );
// Draw all the various mesh groups...
for ( int meshGroupIndex = 0; meshGroupIndex < pMeshData->m_NumGroup; ++meshGroupIndex )
{
studiomeshgroup_t* pGroup = &pMeshData->m_pMeshGroup[meshGroupIndex];
// Older models are merely flexed while new ones are also delta flexed
Assert(!(pGroup->m_Flags & MESHGROUP_IS_FLEXED));
Assert(!(pGroup->m_Flags & MESHGROUP_IS_DELTA_FLEXED));
IMesh *pMesh = pGroup->m_pMesh;
// Needed when we switch back and forth between hardware + software lighting
if ( IsPC() && pGroup->m_MeshNeedsRestore )
{
VertexCompressionType_t compressionType = CompressionType( pMesh->GetVertexFormat() );
switch ( compressionType )
{
case VERTEX_COMPRESSION_ON:
R_StudioRestoreMesh<VERTEX_COMPRESSION_ON>( pmesh, pGroup );
case VERTEX_COMPRESSION_NONE:
default:
R_StudioRestoreMesh<VERTEX_COMPRESSION_NONE>( pmesh, pGroup );
break;
}
pGroup->m_MeshNeedsRestore = false;
}
pMesh->SetColorMesh( NULL, 0 );
MaterialPrimitiveType_t stripType = MATERIAL_TRIANGLES;
pMesh->SetPrimitiveType(stripType);
if ( pStudioHdr->numbones > 1 )
{
byte *pData = (byte *)pInstanceData;
for ( int i = 0;i < arrayCount; i++, pData += instanceStride )
{
matrix3x4_t *pBones = &( ((model_array_instance_t *)pData)->modelToWorld );
pRenderContext->LoadMatrix( pBones[0] );
for (int j = 0; j < pGroup->m_NumStrips; ++j)
{
OptimizedModel::StripHeader_t* pStrip = &pGroup->m_pStripData[j];
// Reset bone state if we're hardware skinning
pRenderContext->SetNumBoneWeights( pStrip->numBones );
for (int k = 0; k < pStrip->numBoneStateChanges; ++k)
{
OptimizedModel::BoneStateChangeHeader_t* pStateChange = pStrip->pBoneStateChange(k);
if ( pStateChange->newBoneID < 0 )
break;
pRenderContext->LoadBoneMatrix( pStateChange->hardwareID, pBones[pStateChange->newBoneID] );
}
MaterialPrimitiveType_t localStripType = pStrip->flags & OptimizedModel::STRIP_IS_TRISTRIP ? MATERIAL_TRIANGLE_STRIP : MATERIAL_TRIANGLES;
if ( localStripType != stripType )
{
pMesh->SetPrimitiveType( localStripType );
stripType = localStripType;
}
pMesh->Draw( pStrip->indexOffset, pStrip->numIndices );
}
}
pRenderContext->SetNumBoneWeights( 0 );
}
else
{
byte *pData = (byte *)pInstanceData;
for ( int i = 0;i < arrayCount; i++, pData += instanceStride )
{
matrix3x4_t *pBones = &( ((model_array_instance_t *)pData)->modelToWorld );
pRenderContext->LoadMatrix( pBones[0] );
for (int j = 0; j < pGroup->m_NumStrips; ++j)
{
OptimizedModel::StripHeader_t* pStrip = &pGroup->m_pStripData[j];
MaterialPrimitiveType_t localStripType = pStrip->flags & OptimizedModel::STRIP_IS_TRISTRIP ? MATERIAL_TRIANGLE_STRIP : MATERIAL_TRIANGLES;
if ( localStripType != stripType )
{
pMesh->SetPrimitiveType( localStripType );
stripType = localStripType;
}
pMesh->Draw( pStrip->indexOffset, pStrip->numIndices );
}
}
}
}
}
}
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PopMatrix();
#endif
}