Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#ifndef STUDIORENDERCONTEXT_H
#define STUDIORENDERCONTEXT_H
#ifdef _WIN32
#pragma once
#endif
#include "istudiorender.h"
#include "tier3/tier3.h"
#include "studio.h"
#include "tier1/delegates.h"
#include "tier1/memstack.h"
#include "studiorender.h"
//-----------------------------------------------------------------------------
// Foward declarations
//-----------------------------------------------------------------------------
class IStudioDataCache;
class CStudioRender;
//-----------------------------------------------------------------------------
// Global interfaces
//-----------------------------------------------------------------------------
extern IStudioDataCache *g_pStudioDataCache;
extern CStudioRender *g_pStudioRenderImp;
IMaterial* GetModelSpecificDecalMaterial( IMaterial* pDecalMaterial );
//-----------------------------------------------------------------------------
// Internal config structure
//-----------------------------------------------------------------------------
struct StudioRenderConfigInternal_t : public StudioRenderConfig_t
{
bool m_bSupportsVertexAndPixelShaders : 1;
bool m_bSupportsOverbright : 1;
bool m_bEnableHWMorph : 1;
bool m_bStatsMode : 1;
};
//-----------------------------------------------------------------------------
// All the data needed to render a studiomodel
//-----------------------------------------------------------------------------
struct FlexWeights_t
{
float *m_pFlexWeights;
float *m_pFlexDelayedWeights;
};
struct StudioRenderContext_t
{
StudioRenderConfigInternal_t m_Config;
Vector m_ViewTarget;
Vector m_ViewOrigin;
Vector m_ViewRight;
Vector m_ViewUp;
Vector m_ViewPlaneNormal;
Vector4D m_LightBoxColors[6];
LightDesc_t m_LocalLights[MAXLOCALLIGHTS];
int m_NumLocalLights;
float m_ColorMod[3];
float m_AlphaMod;
IMaterial* m_pForcedMaterial;
OverrideType_t m_nForcedMaterialType;
};
//-----------------------------------------------------------------------------
// Helper to queue up calls if necessary
//-----------------------------------------------------------------------------
#define QUEUE_STUDIORENDER_CALL( FuncName, ClassName, pObject, ... ) \
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); \
ICallQueue *pCallQueue = pRenderContext->GetCallQueue(); \
if ( !pCallQueue || studio_queue_mode.GetInt() == 0 ) \
{ \
pObject->FuncName( __VA_ARGS__ ); \
} \
else \
{ \
pCallQueue->QueueCall( pObject, &ClassName::FuncName, ##__VA_ARGS__ ); \
}
#define QUEUE_STUDIORENDER_CALL_RC( FuncName, ClassName, pObject, pRenderContext, ... ) \
ICallQueue *pCallQueue = pRenderContext->GetCallQueue(); \
if ( !pCallQueue || studio_queue_mode.GetInt() == 0 ) \
{ \
pObject->FuncName( __VA_ARGS__ ); \
} \
else \
{ \
pCallQueue->QueueCall( pObject, &ClassName::FuncName, ##__VA_ARGS__ ); \
}
//-----------------------------------------------------------------------------
// Implementation of IStudioRender
//-----------------------------------------------------------------------------
class CStudioRenderContext : public CTier3AppSystem< IStudioRender >
{
typedef CTier3AppSystem< IStudioRender > BaseClass;
// Methods of IAppSystem
public:
virtual bool Connect( CreateInterfaceFn factory );
virtual void Disconnect();
virtual void *QueryInterface( const char *pInterfaceName );
virtual InitReturnVal_t Init();
virtual void Shutdown();
// Methods of IStudioRender
public:
virtual void BeginFrame( void );
virtual void EndFrame( void );
virtual void Mat_Stub( IMaterialSystem *pMatSys );
virtual void UpdateConfig( const StudioRenderConfig_t& config );
virtual void GetCurrentConfig( StudioRenderConfig_t& config );
virtual bool LoadModel(studiohdr_t *pStudioHdr, void *pVtxData, studiohwdata_t *pHardwareData);
virtual void UnloadModel( studiohwdata_t *pHardwareData );
virtual void RefreshStudioHdr( studiohdr_t* pStudioHdr, studiohwdata_t* pHardwareData );
virtual void SetEyeViewTarget( const studiohdr_t *pStudioHdr, int nBodyIndex, const Vector& worldPosition );
virtual void SetAmbientLightColors( const Vector *pAmbientOnlyColors );
virtual void SetAmbientLightColors( const Vector4D *pAmbientOnlyColors );
virtual void SetLocalLights( int numLights, const LightDesc_t *pLights );
virtual int GetNumAmbientLightSamples();
virtual const Vector *GetAmbientLightDirections();
virtual void SetViewState( const Vector& viewOrigin, const Vector& viewRight, const Vector& viewUp, const Vector& viewPlaneNormal );
virtual int GetNumLODs( const studiohwdata_t &hardwareData ) const;
virtual float GetLODSwitchValue( const studiohwdata_t &hardwareData, int lod ) const;
virtual void SetLODSwitchValue( studiohwdata_t &hardwareData, int lod, float switchValue );
virtual void SetColorModulation( const float* pColor );
virtual void SetAlphaModulation( float alpha );
virtual void DrawModel( DrawModelResults_t *pResults, const DrawModelInfo_t& info, matrix3x4_t *pCustomBoneToWorld, float *pFlexWeights, float *pFlexDelayedWeights, const Vector& origin, int flags = STUDIORENDER_DRAW_ENTIRE_MODEL );
virtual void DrawModelArray( const DrawModelInfo_t &drawInfo, int arrayCount, model_array_instance_t *pInstanceData, int instanceStride, int flags = STUDIORENDER_DRAW_ENTIRE_MODEL );
virtual void DrawModelStaticProp( const DrawModelInfo_t& info, const matrix3x4_t &modelToWorld, int flags = STUDIORENDER_DRAW_ENTIRE_MODEL );
virtual void DrawStaticPropDecals( const DrawModelInfo_t &drawInfo, const matrix3x4_t &modelToWorld );
virtual void DrawStaticPropShadows( const DrawModelInfo_t &drawInfo, const matrix3x4_t &modelToWorld, int flags );
virtual void ForcedMaterialOverride( IMaterial *newMaterial, OverrideType_t nOverrideType = OVERRIDE_NORMAL );
DELEGATE_TO_OBJECT_1( StudioDecalHandle_t, CreateDecalList, studiohwdata_t *, g_pStudioRenderImp );
virtual void DestroyDecalList( StudioDecalHandle_t handle );
virtual void AddDecal( StudioDecalHandle_t handle, studiohdr_t *pStudioHdr, matrix3x4_t *pBoneToWorld, const Ray_t & ray, const Vector& decalUp, IMaterial* pDecalMaterial, float radius, int body, bool noPokethru, int maxLODToDecal = ADDDECAL_TO_ALL_LODS );
virtual void ComputeLighting( const Vector* pAmbient, int lightCount, LightDesc_t* pLights, const Vector& pt, const Vector& normal, Vector& lighting );
virtual void ComputeLightingConstDirectional( const Vector* pAmbient, int lightCount, LightDesc_t* pLights, const Vector& pt, const Vector& normal, Vector& lighting, float flDirectionalAmount );
virtual void AddShadow( IMaterial* pMaterial, void* pProxyData, FlashlightState_t *pFlashlightState, VMatrix *pWorldToTexture, ITexture *pFlashlightDepthTexture );
virtual void ClearAllShadows();
virtual int ComputeModelLod( studiohwdata_t* pHardwareData, float flUnitSphereSize, float *pMetric = NULL );
virtual void GetPerfStats( DrawModelResults_t *pResults, const DrawModelInfo_t &info, CUtlBuffer *pSpewBuf = NULL ) const;
virtual void GetTriangles( const DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, GetTriangles_Output_t &out );
virtual int GetMaterialList( studiohdr_t *pStudioHdr, int count, IMaterial** ppMaterials );
virtual int GetMaterialListFromBodyAndSkin( MDLHandle_t studio, int nSkin, int nBody, int nCountOutputMaterials, IMaterial** ppOutputMaterials );
virtual matrix3x4_t* LockBoneMatrices( int nCount );
virtual void UnlockBoneMatrices();
virtual void LockFlexWeights( int nWeightCount, float **ppFlexWeights, float **ppFlexDelayedWeights = NULL );
virtual void UnlockFlexWeights();
virtual void GetMaterialOverride( IMaterial** ppOutForcedMaterial, OverrideType_t* pOutOverrideType );
// Other public methods
public:
CStudioRenderContext();
virtual ~CStudioRenderContext();
private:
// Load, unload materials
void LoadMaterials( studiohdr_t *phdr, OptimizedModel::FileHeader_t *, studioloddata_t &lodData, int lodID );
// Determines material flags
void ComputeMaterialFlags( studiohdr_t *phdr, studioloddata_t &lodData, IMaterial *pMaterial );
// Creates, destroys static meshes
void R_StudioCreateStaticMeshes( studiohdr_t *pStudioHdr, OptimizedModel::FileHeader_t* pVtxHdr,
studiohwdata_t *pStudioHWData, int lodID, int *pColorMeshID );
void R_StudioCreateSingleMesh( studiohdr_t *pStudioHdr, studioloddata_t *pStudioLodData,
mstudiomesh_t* pMesh, OptimizedModel::MeshHeader_t* pVtxMesh, int numBones,
studiomeshdata_t* pMeshData, int *pColorMeshID );
void R_StudioDestroyStaticMeshes( int numStudioMeshes, studiomeshdata_t **ppStudioMeshes );
// Determine if any strip groups shouldn't be morphed
void DetermineHWMorphing( mstudiomodel_t *pModel, OptimizedModel::ModelLODHeader_t *pVtxLOD );
// Count deltas affecting a particular stripgroup
int CountDeltaFlexedStripGroups( mstudiomodel_t *pModel, OptimizedModel::ModelLODHeader_t *pVtxLOD );
// Count vertices affected by deltas in a particular strip group
int CountFlexedVertices( mstudiomesh_t* pMesh, OptimizedModel::StripGroupHeader_t* pStripGroup );
// Builds morph data
void R_StudioBuildMorph( studiohdr_t *pStudioHdr, studiomeshgroup_t* pMeshGroup, mstudiomesh_t* pMesh,
OptimizedModel::StripGroupHeader_t *pStripGroup );
// Builds the decal bone remap for a particular mesh
void ComputeHWMorphDecalBoneRemap( studiohdr_t *pStudioHdr, OptimizedModel::FileHeader_t *pVtxHdr, studiohwdata_t *pStudioHWData, int nLOD );
void BuildDecalBoneMap( studiohdr_t *pStudioHdr, int *pUsedBones, int *pBoneRemap, int *pMaxBoneCount, mstudiomesh_t* pMesh, OptimizedModel::StripGroupHeader_t* pStripGroup );
// Helper methods used to construct static meshes
int GetNumBoneWeights( const OptimizedModel::StripGroupHeader_t *pGroup );
VertexFormat_t CalculateVertexFormat( const studiohdr_t *pStudioHdr, const studioloddata_t *pStudioLodData,
const mstudiomesh_t* pMesh, OptimizedModel::StripGroupHeader_t *pGroup, bool bIsHwSkinned );
bool MeshNeedsTangentSpace( studiohdr_t *pStudioHdr, studioloddata_t *pStudioLodData, mstudiomesh_t* pMesh );
void R_StudioBuildMeshGroup( const char *pModelName, bool bNeedsTangentSpace, studiomeshgroup_t* pMeshGroup,
OptimizedModel::StripGroupHeader_t *pStripGroup, mstudiomesh_t* pMesh,
studiohdr_t *pStudioHdr, VertexFormat_t vertexFormat );
void R_StudioBuildMeshStrips( studiomeshgroup_t* pMeshGroup,
OptimizedModel::StripGroupHeader_t *pStripGroup );
template <VertexCompressionType_t T> bool R_AddVertexToMesh( const char *pModelName, bool bNeedsTangentSpace, CMeshBuilder& meshBuilder,
OptimizedModel::Vertex_t* pVertex, mstudiomesh_t* pMesh, const mstudio_meshvertexdata_t *vertData, bool hwSkin );
// This will generate random flex data that has a specified # of non-zero values
void GenerateRandomFlexWeights( int nWeightCount, float* pWeights, float *pDelayedWeights );
// Computes LOD
int ComputeRenderLOD( IMatRenderContext *pRenderContext, const DrawModelInfo_t& info, const Vector &origin, float *pMetric );
// This invokes proxies of all materials that are queued to be rendered
void InvokeBindProxies( const DrawModelInfo_t &info );
// Did this matrix come from our allocator?
bool IsInternallyAllocated( const matrix3x4_t *pBoneToWorld );
// Did this flex weights come from our allocator?
bool IsInternallyAllocated( const float *pFlexWeights );
private:
StudioRenderContext_t m_RC;
// Used by the lighting computation methods,
// this is only here to prevent constructors in lightpos_t from being repeatedly run
lightpos_t m_pLightPos[MAXLIGHTCOMPUTE];
};
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
inline int CStudioRenderContext::ComputeModelLod( studiohwdata_t *pHardwareData, float flUnitSphereSize, float *pMetric )
{
return ComputeModelLODAndMetric( pHardwareData, flUnitSphereSize, pMetric );
}
#endif // STUDIORENDERCONTEXT_H