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2358 lines
78 KiB
2358 lines
78 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Model loading / unloading interface
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "render_pch.h"
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#include "Overlay.h"
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#include "bspfile.h"
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#include "modelloader.h"
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#include "materialsystem/imesh.h"
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#include "disp.h"
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#include "collisionutils.h"
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#include "tier0/vprof.h"
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#include "render.h"
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#include "r_decal.h"
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#include "fmtstr.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Externs
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//-----------------------------------------------------------------------------
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int g_OverlayRenderFrameID;
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//-----------------------------------------------------------------------------
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// Convars
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//-----------------------------------------------------------------------------
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static ConVar r_renderoverlayfragment("r_renderoverlayfragment", "1");
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static ConVar r_overlaywireframe( "r_overlaywireframe", "0" );
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static ConVar r_overlayfadeenable( "r_overlayfadeenable", "0" );
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static ConVar r_overlayfademin( "r_overlayfademin", "1750.0f" );
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static ConVar r_overlayfademax( "r_overlayfademax", "2000.0f" );
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//-----------------------------------------------------------------------------
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// Structures used to represent the overlay
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//-----------------------------------------------------------------------------
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typedef unsigned short OverlayFragmentList_t;
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enum
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{
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OVERLAY_FRAGMENT_LIST_INVALID = (OverlayFragmentList_t)~0,
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};
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enum
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{
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NUM_OVERLAY_TEXCOORDS = 2,
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};
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struct overlayvert_t
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{
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Vector pos;
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Vector normal;
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Vector2D texCoord[NUM_OVERLAY_TEXCOORDS]; // texcoord 0 = the mapped tex coord from worldcraft
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// texcoord 1 is used for alpha and maps the whole texture into the whole overlay
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float lightCoord[2];
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float flAlpha;
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overlayvert_t()
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{
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pos.Init();
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normal.Init();
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texCoord[0].Init();
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texCoord[1].Init();
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lightCoord[0] = lightCoord[1] = 0.0f;
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flAlpha = 1.0f;
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}
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};
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struct moverlayfragment_t
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{
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int m_nRenderFrameID; // So we only render a fragment once a frame!
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SurfaceHandle_t m_SurfId; // Surface Id
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int m_iOverlay; // Overlay Id
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OverlayFragmentHandle_t m_hNextRender;
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unsigned short m_nMaterialSortID;
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CUtlVector<overlayvert_t> m_aPrimVerts;
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};
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struct moverlay_t
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{
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int m_nId;
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short m_nTexInfo;
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short m_nRenderOrder; // 0 - MAX_OVERLAY_RENDER_ORDERS
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OverlayFragmentList_t m_hFirstFragment;
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CUtlVector<SurfaceHandle_t> m_aFaces;
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float m_flU[2];
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float m_flV[2];
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Vector m_vecUVPoints[4];
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Vector m_vecOrigin;
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Vector m_vecBasis[3]; // 0 = u, 1 = v, 2 = normal
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void *m_pBindProxy; // client renderable for an overlay's material proxy to bind to
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float m_flFadeDistMinSq; // Distance from the overlay's origin at which we start fading (-1 = use max dist)
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float m_flFadeDistMaxSq; // Distance from the overlay's origin at which we fade out completely
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float m_flInvFadeRangeSq; // Precomputed 1.0f / ( m_flFadeDistMaxSq - m_flFadeDistMinSq )
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};
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// Going away!
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void Overlay_BuildBasisOrigin( Vector &vecBasisOrigin, SurfaceHandle_t surfID );
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void Overlay_BuildBasis( const Vector &vecBasisNormal, Vector &vecBasisU, Vector &vecBasisV, bool bFlip );
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void Overlay_OverlayUVToOverlayPlane( const Vector &vecBasisOrigin, const Vector &vecBasisU,
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const Vector &vecBasisV, const Vector &vecUVPoint,
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Vector &vecPlanePoint );
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void Overlay_WorldToOverlayPlane( const Vector &vecBasisOrigin, const Vector &vecBasisNormal,
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const Vector &vecWorldPoint, Vector &vecPlanePoint );
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void Overlay_OverlayPlaneToWorld( const Vector &vecBasisNormal, SurfaceHandle_t surfID,
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const Vector &vecPlanePoint, Vector &vecWorldPoint );
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void Overlay_DispUVToWorld( CDispInfo *pDisp, CMeshReader *pReader, const Vector2D &vecUV, Vector &vecWorld, moverlayfragment_t &surfaceFrag );
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void Overlay_TriTLToBR( CDispInfo *pDisp, Vector &vecWorld, float flU, float flV,
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int nSnapU, int nSnapV, int nWidth, int nHeight );
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void Overlay_TriBLToTR( CDispInfo *pDisp, Vector &vecWorld, float flU, float flV,
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int nSnapU, int nSnapV, int nWidth, int nHeight );
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//-----------------------------------------------------------------------------
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// Overlay manager class
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//-----------------------------------------------------------------------------
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class COverlayMgr : public IOverlayMgr
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{
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public:
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typedef CUtlVector<moverlayfragment_t*> OverlayFragmentVector_t;
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public:
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COverlayMgr();
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~COverlayMgr();
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// Implementation of IOverlayMgr interface
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virtual bool LoadOverlays( );
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virtual void UnloadOverlays( );
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virtual void CreateFragments( void );
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virtual void ReSortMaterials( void );
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virtual void ClearRenderLists();
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virtual void ClearRenderLists( int nSortGroup );
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virtual void AddFragmentListToRenderList( int nSortGroup, OverlayFragmentHandle_t iFragment, bool bDisp );
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virtual void RenderOverlays( int nSortGroup );
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virtual void SetOverlayBindProxy( int iOverlayID, void *pBindProxy );
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private:
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// Create, destroy material sort order ids...
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int GetMaterialSortID( IMaterial* pMaterial, int nLightmapPage );
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void CleanupMaterial( unsigned short nSortOrder );
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moverlay_t *GetOverlay( int iOverlay );
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moverlayfragment_t *GetOverlayFragment( OverlayFragmentHandle_t iFragment );
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// Surfaces
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void Surf_CreateFragments( moverlay_t *pOverlay, SurfaceHandle_t surfID );
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bool Surf_PreClipFragment( moverlay_t *pOverlay, moverlayfragment_t &overlayFrag, SurfaceHandle_t surfID, moverlayfragment_t &surfaceFrag );
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void Surf_PostClipFragment( moverlay_t *pOverlay, moverlayfragment_t &overlayFrag, SurfaceHandle_t surfID );
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void Surf_ClipFragment( moverlay_t *pOverlay, moverlayfragment_t &overlayFrag, SurfaceHandle_t surfID, moverlayfragment_t &surfaceFrag );
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// Displacements
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void Disp_CreateFragments( moverlay_t *pOverlay, SurfaceHandle_t surfID );
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bool Disp_PreClipFragment( moverlay_t *pOverlay, OverlayFragmentVector_t &aDispFragments, SurfaceHandle_t surfID );
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void Disp_PostClipFragment( CDispInfo *pDisp, CMeshReader *pReader, moverlay_t *pOverlay, OverlayFragmentVector_t &aDispFragments, SurfaceHandle_t surfID );
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void Disp_ClipFragment( CDispInfo *pDisp, OverlayFragmentVector_t &aDispFragments );
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void Disp_DoClip( CDispInfo *pDisp, OverlayFragmentVector_t &aCurrentFragments, cplane_t &clipPlane,
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float clipDistStart, int nInterval, int nLoopStart, int nLoopEnd, int nLoopInc );
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// Utility
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OverlayFragmentHandle_t AddFragmentToFragmentList( int nSize );
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OverlayFragmentHandle_t AddFragmentToFragmentList( moverlayfragment_t *pSrc );
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bool FadeOverlayFragmentGlobal( moverlayfragment_t *pFragment );
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bool FadeOverlayFragment( moverlay_t *pOverlay, moverlayfragment_t *pFragment );
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moverlayfragment_t *CreateTempFragment( int nSize );
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moverlayfragment_t *CopyTempFragment( moverlayfragment_t *pSrc );
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void DestroyTempFragment( moverlayfragment_t *pFragment );
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void BuildClipPlanes( SurfaceHandle_t surfID, moverlayfragment_t &surfaceFrag, const Vector &vecBasisNormal, CUtlVector<cplane_t> &m_ClipPlanes );
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void DoClipFragment( moverlayfragment_t *pFragment, cplane_t *pClipPlane, moverlayfragment_t **ppFront, moverlayfragment_t **ppBack );
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void InitTexCoords( moverlay_t *pOverlay, moverlayfragment_t &overlayFrag );
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private:
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enum
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{
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RENDER_QUEUE_INVALID = 0xFFFF
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};
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// Structures used to assign sort order handles
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struct RenderQueueInfo_t
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{
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OverlayFragmentHandle_t m_hFirstFragment;
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unsigned short m_nNextRenderQueue; // Index of next queue that has stuff to render
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unsigned short m_nVertexCount;
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unsigned short m_nIndexCount;
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};
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struct RenderQueueHead_t
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{
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IMaterial *m_pMaterial;
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int m_nLightmapPage;
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RenderQueueInfo_t m_Queue[MAX_MAT_SORT_GROUPS];
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unsigned short m_nRefCount;
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};
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// First render queue to render
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unsigned short m_nFirstRenderQueue[MAX_MAT_SORT_GROUPS];
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// Used to assign sort order handles
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CUtlLinkedList<RenderQueueHead_t, unsigned short> m_RenderQueue;
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// All overlays
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CUtlVector<moverlay_t> m_aOverlays;
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// List of all overlay fragments. prev/next links point to the next fragment on a *surface*
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CUtlLinkedList< moverlayfragment_t, unsigned short, true > m_aFragments;
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// Used to find all fragments associated with a particular overlay
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CUtlLinkedList< OverlayFragmentHandle_t, unsigned short, true > m_OverlayFragments;
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// Fade parameters.
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float m_flFadeMin2;
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float m_flFadeMax2;
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float m_flFadeDelta2;
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};
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//-----------------------------------------------------------------------------
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// Singleton accessor
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//-----------------------------------------------------------------------------
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static COverlayMgr g_OverlayMgr;
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IOverlayMgr *OverlayMgr( void )
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{
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return &g_OverlayMgr;
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}
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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COverlayMgr::COverlayMgr()
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{
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for ( int i = 0; i < MAX_MAT_SORT_GROUPS; ++i )
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{
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m_nFirstRenderQueue[i] = RENDER_QUEUE_INVALID;
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}
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m_flFadeMin2 = 0.0f;
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m_flFadeMax2 = 0.0f;
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m_flFadeDelta2 = 0.0f;
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}
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//-----------------------------------------------------------------------------
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// Destructor
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//-----------------------------------------------------------------------------
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COverlayMgr::~COverlayMgr()
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{
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UnloadOverlays();
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}
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//-----------------------------------------------------------------------------
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// Returns a particular overlay
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//-----------------------------------------------------------------------------
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inline moverlay_t *COverlayMgr::GetOverlay( int iOverlay )
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{
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return &m_aOverlays[iOverlay];
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}
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//-----------------------------------------------------------------------------
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// Returns a particular overlay fragment
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//-----------------------------------------------------------------------------
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inline moverlayfragment_t *COverlayMgr::GetOverlayFragment( OverlayFragmentHandle_t iFragment )
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{
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return &m_aFragments[iFragment];
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}
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//-----------------------------------------------------------------------------
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// Cleanup overlays
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//-----------------------------------------------------------------------------
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void COverlayMgr::UnloadOverlays( )
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{
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FOR_EACH_LL( m_RenderQueue, i )
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{
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m_RenderQueue[i].m_pMaterial->DecrementReferenceCount();
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}
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int nOverlayCount = m_aOverlays.Count();
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for ( int iOverlay = 0; iOverlay < nOverlayCount; ++iOverlay )
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{
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moverlay_t *pOverlay = &m_aOverlays.Element( iOverlay );
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int hFrag = pOverlay->m_hFirstFragment;
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while ( hFrag != OVERLAY_FRAGMENT_INVALID )
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{
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int iFrag = m_OverlayFragments[hFrag];
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m_aFragments.Free( iFrag );
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hFrag = m_OverlayFragments.Next( hFrag );
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}
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}
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m_aOverlays.Purge();
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m_aFragments.Purge();
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m_OverlayFragments.Purge();
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m_RenderQueue.Purge();
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for ( int i = 0; i < MAX_MAT_SORT_GROUPS; ++i )
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{
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m_nFirstRenderQueue[i] = RENDER_QUEUE_INVALID;
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}
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}
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//-----------------------------------------------------------------------------
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// Create, destroy material sort order ids...
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//-----------------------------------------------------------------------------
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int COverlayMgr::GetMaterialSortID( IMaterial* pMaterial, int nLightmapPage )
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{
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// Search the sort order handles for an enumeration id match (means materials + lightmaps match)
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unsigned short i;
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for ( i = m_RenderQueue.Head(); i != m_RenderQueue.InvalidIndex();
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i = m_RenderQueue.Next(i) )
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{
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// Found a match, lets increment the refcount of this sort order id
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if ((m_RenderQueue[i].m_pMaterial == pMaterial) && (m_RenderQueue[i].m_nLightmapPage == nLightmapPage))
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{
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++m_RenderQueue[i].m_nRefCount;
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return i;
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}
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}
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// Didn't find it, lets assign a new sort order ID, with a refcount of 1
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i = m_RenderQueue.AddToTail();
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RenderQueueHead_t &renderQueue = m_RenderQueue[i];
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renderQueue.m_pMaterial = pMaterial;
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renderQueue.m_nLightmapPage = nLightmapPage;
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renderQueue.m_nRefCount = 1;
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for ( int j = 0; j < MAX_MAT_SORT_GROUPS; ++j )
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{
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RenderQueueInfo_t &info = renderQueue.m_Queue[j];
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info.m_hFirstFragment = OVERLAY_FRAGMENT_INVALID;
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info.m_nNextRenderQueue = RENDER_QUEUE_INVALID;
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info.m_nVertexCount = 0;
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info.m_nIndexCount = 0;
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}
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pMaterial->IncrementReferenceCount();
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return i;
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}
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void COverlayMgr::CleanupMaterial( unsigned short nSortOrder )
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{
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RenderQueueHead_t &renderQueue = m_RenderQueue[nSortOrder];
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#ifdef _DEBUG
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for ( int i = 0; i < MAX_MAT_SORT_GROUPS; ++i )
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{
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// Shouldn't be cleaning up while we've got a render list
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Assert( renderQueue.m_Queue[i].m_nVertexCount == 0 );
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}
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#endif
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// Decrease the sort order reference count
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if (--renderQueue.m_nRefCount <= 0)
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{
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renderQueue.m_pMaterial->DecrementReferenceCount();
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// No one referencing the sort order number?
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// Then lets clean up the sort order id
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m_RenderQueue.Remove(nSortOrder);
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}
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}
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//-----------------------------------------------------------------------------
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// Clears the render lists
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//-----------------------------------------------------------------------------
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void COverlayMgr::ClearRenderLists()
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{
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for ( int i = 0; i < MAX_MAT_SORT_GROUPS; ++i )
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{
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ClearRenderLists( i );
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}
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if ( r_overlayfadeenable.GetBool() )
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{
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float flFadeMin = r_overlayfademin.GetFloat();
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float flFadeMax = r_overlayfademax.GetFloat();
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m_flFadeMin2 = flFadeMin * flFadeMin;
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m_flFadeMax2 = flFadeMax * flFadeMax;
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m_flFadeDelta2 = 1.0f / ( m_flFadeMax2 - m_flFadeMin2 );
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}
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}
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//-----------------------------------------------------------------------------
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// Calculate the fade using the global convars.
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//-----------------------------------------------------------------------------
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bool COverlayMgr::FadeOverlayFragmentGlobal( moverlayfragment_t *pFragment )
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{
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// Test the overlay distance and set alpha values.
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int iVert;
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bool bInRange = false;
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int nVertexCount = pFragment->m_aPrimVerts.Count();
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for ( iVert = 0; iVert < nVertexCount; ++iVert )
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{
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Vector vecSegment;
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VectorSubtract( MainViewOrigin(), pFragment->m_aPrimVerts.Element( iVert ).pos, vecSegment );
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float flLength2 = vecSegment.LengthSqr();
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// min dist of -1 means use max dist for fading
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if ( flLength2 < m_flFadeMin2 )
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{
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pFragment->m_aPrimVerts.Element( iVert ).flAlpha = 1.0f;
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bInRange = true;
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}
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else if ( flLength2 > m_flFadeMax2 )
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{
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// Set vertex alpha to off.
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pFragment->m_aPrimVerts.Element( iVert ).flAlpha = 0.0f;
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}
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else
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{
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// Set the alpha based on distance inside of fadeMin and fadeMax
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float flAlpha = flLength2 - m_flFadeMin2;
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flAlpha *= m_flFadeDelta2;
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pFragment->m_aPrimVerts.Element( iVert ).flAlpha = ( 1.0f - flAlpha );
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bInRange = true;
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}
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}
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return bInRange;
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}
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//-----------------------------------------------------------------------------
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// Calculate the fade using per-overlay fade distances.
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//-----------------------------------------------------------------------------
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bool COverlayMgr::FadeOverlayFragment( moverlay_t *pOverlay, moverlayfragment_t *pFragment )
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{
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// min dist of -1 means use max dist for fading
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float flFadeDistMinSq = pOverlay->m_flFadeDistMinSq;
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float flFadeDistMaxSq = pOverlay->m_flFadeDistMaxSq;
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Vector vecSegment;
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VectorSubtract( MainViewOrigin(), pOverlay->m_vecOrigin, vecSegment );
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float flLength2 = vecSegment.LengthSqr();
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float flAlpha = 0.0f;
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bool bInRange = false;
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if ( flLength2 < flFadeDistMaxSq )
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{
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if ( ( flFadeDistMinSq >= 0 ) && ( flLength2 > flFadeDistMinSq ) )
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{
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flAlpha = pOverlay->m_flInvFadeRangeSq * ( flFadeDistMaxSq - flLength2 );
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flAlpha = clamp( flAlpha, 0.0f, 1.0f );
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bInRange = true;
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}
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else
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{
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flAlpha = 1.0f;
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bInRange = true;
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}
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}
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int nVertexCount = pFragment->m_aPrimVerts.Count();
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for ( int iVert = 0; iVert < nVertexCount; ++iVert )
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{
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pFragment->m_aPrimVerts.Element( iVert ).flAlpha = flAlpha;
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}
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return bInRange;
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}
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//-----------------------------------------------------------------------------
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// Adds the fragment list to the list of fragments to render when RenderOverlays is called
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//-----------------------------------------------------------------------------
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void COverlayMgr::AddFragmentListToRenderList( int nSortGroup, OverlayFragmentHandle_t iFragment, bool bDisp )
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{
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OverlayFragmentHandle_t i;
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for ( i = iFragment; i != OVERLAY_FRAGMENT_INVALID; i = m_aFragments.Next(i) )
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{
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// Make sure we don't add the fragment twice...
|
|
// FIXME: I currently have no way of ensuring a fragment doesn't end up in 2 sort groups
|
|
// which would cause all manner of nastiness.
|
|
moverlayfragment_t *pFragment = GetOverlayFragment(i);
|
|
if ( !bDisp && pFragment->m_nRenderFrameID == g_OverlayRenderFrameID )
|
|
continue;
|
|
|
|
// Triangle count too low? Skip it...
|
|
int nVertexCount = pFragment->m_aPrimVerts.Count();
|
|
if ( nVertexCount < 3 )
|
|
continue;
|
|
|
|
moverlay_t *pOverlay = &m_aOverlays[ pFragment->m_iOverlay ];
|
|
|
|
// See if we should fade the overlay.
|
|
if ( r_overlayfadeenable.GetBool() )
|
|
{
|
|
// Fade using the convars that control distance.
|
|
if ( !FadeOverlayFragmentGlobal( pFragment ) )
|
|
continue;
|
|
}
|
|
else if ( pOverlay->m_flFadeDistMaxSq > 0 )
|
|
{
|
|
// Fade using per-overlay fade distances, configured by the level designer.
|
|
if ( !FadeOverlayFragment( pOverlay, pFragment ) )
|
|
continue;
|
|
}
|
|
|
|
// Update the frame count.
|
|
pFragment->m_nRenderFrameID = g_OverlayRenderFrameID;
|
|
|
|
// Determine the material associated with the fragment...
|
|
int nMaterialSortID = pFragment->m_nMaterialSortID;
|
|
|
|
// Insert the render queue into the list of render queues to render
|
|
RenderQueueHead_t &renderQueue = m_RenderQueue[nMaterialSortID];
|
|
RenderQueueInfo_t &info = renderQueue.m_Queue[nSortGroup];
|
|
|
|
if ( info.m_hFirstFragment == OVERLAY_FRAGMENT_INVALID )
|
|
{
|
|
info.m_nNextRenderQueue = m_nFirstRenderQueue[nSortGroup];
|
|
m_nFirstRenderQueue[nSortGroup] = nMaterialSortID;
|
|
}
|
|
|
|
// Add to list of fragments for this surface
|
|
// NOTE: Render them in *reverse* order in which they appeared in the list
|
|
// because they are stored in the list in *reverse* order in which they should be rendered.
|
|
|
|
// Add the fragment to the bucket of fragments to render...
|
|
pFragment->m_hNextRender = info.m_hFirstFragment;
|
|
info.m_hFirstFragment = i;
|
|
|
|
Assert( info.m_nVertexCount + nVertexCount < 65535 );
|
|
info.m_nVertexCount += nVertexCount;
|
|
info.m_nIndexCount += 3 * (nVertexCount - 2);
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Renders all queued up overlays
|
|
//-----------------------------------------------------------------------------
|
|
void COverlayMgr::ClearRenderLists( int nSortGroup )
|
|
{
|
|
g_OverlayRenderFrameID++;
|
|
int nNextRenderQueue;
|
|
for( int i = m_nFirstRenderQueue[nSortGroup]; i != RENDER_QUEUE_INVALID; i = nNextRenderQueue )
|
|
{
|
|
RenderQueueInfo_t &renderQueue = m_RenderQueue[i].m_Queue[nSortGroup];
|
|
nNextRenderQueue = renderQueue.m_nNextRenderQueue;
|
|
|
|
// Clean up the render queue for next time...
|
|
renderQueue.m_nVertexCount = 0;
|
|
renderQueue.m_nIndexCount = 0;
|
|
renderQueue.m_hFirstFragment = OVERLAY_FRAGMENT_INVALID;
|
|
renderQueue.m_nNextRenderQueue = RENDER_QUEUE_INVALID;
|
|
}
|
|
|
|
m_nFirstRenderQueue[nSortGroup] = RENDER_QUEUE_INVALID;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Renders all queued up overlays
|
|
//-----------------------------------------------------------------------------
|
|
void COverlayMgr::RenderOverlays( int nSortGroup )
|
|
{
|
|
#ifndef SWDS
|
|
VPROF_BUDGET( "COverlayMgr::RenderOverlays", VPROF_BUDGETGROUP_OVERLAYS );
|
|
|
|
if (r_renderoverlayfragment.GetInt() == 0)
|
|
{
|
|
ClearRenderLists( nSortGroup );
|
|
return;
|
|
}
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
bool bWireframeFragments = ( r_overlaywireframe.GetInt() != 0 );
|
|
if ( bWireframeFragments )
|
|
{
|
|
pRenderContext->Bind( g_materialWorldWireframe );
|
|
}
|
|
|
|
// Render sorted by material + lightmap...
|
|
// Render them in order of their m_nRenderOrder parameter (set in the entity).
|
|
int iCurrentRenderOrder = 0;
|
|
int iHighestRenderOrder = 0;
|
|
bool bLightmappedMaterial = false;
|
|
int nMaxIndices = pRenderContext->GetMaxIndicesToRender();
|
|
while ( iCurrentRenderOrder <= iHighestRenderOrder )
|
|
{
|
|
int nNextRenderQueue;
|
|
for( int i = m_nFirstRenderQueue[nSortGroup]; i != RENDER_QUEUE_INVALID; i = nNextRenderQueue )
|
|
{
|
|
RenderQueueHead_t &renderQueueHead = m_RenderQueue[i];
|
|
RenderQueueInfo_t &renderQueue = renderQueueHead.m_Queue[nSortGroup];
|
|
nNextRenderQueue = renderQueue.m_nNextRenderQueue;
|
|
|
|
Assert( renderQueue.m_nVertexCount > 0 );
|
|
|
|
int nMaxVertices = pRenderContext->GetMaxVerticesToRender( !bWireframeFragments ? renderQueueHead.m_pMaterial : g_materialWorldWireframe );
|
|
if ( nMaxVertices == 0 )
|
|
continue;
|
|
|
|
// Run this list for each bind proxy
|
|
OverlayFragmentHandle_t hStartFragment = renderQueue.m_hFirstFragment;
|
|
while ( hStartFragment != OVERLAY_FRAGMENT_INVALID )
|
|
{
|
|
void *pCurrentBindProxy = m_aOverlays[ m_aFragments[ hStartFragment ].m_iOverlay ].m_pBindProxy;
|
|
|
|
IMesh* pMesh = 0; // only init when we actually have something
|
|
CMeshBuilder meshBuilder;
|
|
CUtlVectorFixedGrowable<int,256> polyList;
|
|
int nCurrVertexCount = 0;
|
|
int nCurrIndexCount = 0;
|
|
bool bBoundMaterial = false;
|
|
|
|
// We just need to make sure there's a unique sort ID for that. Then we bind once per queue
|
|
OverlayFragmentHandle_t hFragment = hStartFragment;
|
|
hStartFragment = OVERLAY_FRAGMENT_INVALID;
|
|
|
|
for ( ; hFragment != OVERLAY_FRAGMENT_INVALID; hFragment = m_aFragments[hFragment].m_hNextRender )
|
|
{
|
|
moverlayfragment_t *pFragment = &m_aFragments[hFragment];
|
|
moverlay_t *pOverlay = &m_aOverlays[pFragment->m_iOverlay];
|
|
|
|
if ( pOverlay->m_pBindProxy != pCurrentBindProxy )
|
|
{
|
|
// This is from a different bind proxy
|
|
if ( hStartFragment == OVERLAY_FRAGMENT_INVALID )
|
|
{
|
|
// Start at the first different bind proxy when we rerun the fragment list
|
|
hStartFragment = hFragment;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
// Only render the current render order.
|
|
int iThisOverlayRenderOrder = pOverlay->m_nRenderOrder;
|
|
iHighestRenderOrder = max( iThisOverlayRenderOrder, iHighestRenderOrder );
|
|
if ( iThisOverlayRenderOrder != iCurrentRenderOrder )
|
|
continue;
|
|
|
|
int nVertCount = pFragment->m_aPrimVerts.Count();
|
|
int nIndexCount = 3 * ( nVertCount - 2 );
|
|
|
|
if ( pMesh )
|
|
{
|
|
// Would this cause an overflow? Flush!
|
|
if ( ( ( nCurrVertexCount + nVertCount ) > nMaxVertices ) ||
|
|
( ( nCurrIndexCount + nIndexCount ) > nMaxIndices ) )
|
|
{
|
|
CIndexBuilder &indexBuilder = meshBuilder;
|
|
indexBuilder.FastPolygonList( 0, polyList.Base(), polyList.Count() );
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
pMesh = NULL;
|
|
polyList.RemoveAll();
|
|
nCurrIndexCount = nCurrVertexCount = 0;
|
|
}
|
|
}
|
|
|
|
nCurrVertexCount += nVertCount;
|
|
nCurrIndexCount += nIndexCount;
|
|
|
|
const overlayvert_t *pVert = &(pFragment->m_aPrimVerts[0]);
|
|
|
|
int iVert;
|
|
if ( !pMesh ) // have we output any vertices yet? if first verts, init material and meshbuilder
|
|
{
|
|
if ( !bWireframeFragments && !bBoundMaterial )
|
|
{
|
|
pRenderContext->Bind( renderQueueHead.m_pMaterial, pOverlay->m_pBindProxy /*proxy*/ );
|
|
pRenderContext->BindLightmapPage( renderQueueHead.m_nLightmapPage );
|
|
bLightmappedMaterial = renderQueueHead.m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_LIGHTMAP ) ||
|
|
renderQueueHead.m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS );
|
|
bBoundMaterial = true;
|
|
}
|
|
// Create the mesh/mesh builder.
|
|
pMesh = pRenderContext->GetDynamicMesh();
|
|
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, MIN( renderQueue.m_nVertexCount, nMaxVertices ),
|
|
MIN( renderQueue.m_nIndexCount, nMaxIndices ) );
|
|
}
|
|
|
|
if ( bLightmappedMaterial )
|
|
{
|
|
float flOffset = ComputeDecalLightmapOffset( pFragment->m_SurfId );
|
|
for ( iVert = 0; iVert < nVertCount; ++iVert, ++pVert )
|
|
{
|
|
unsigned char nAlpha = FastFToC( pVert->flAlpha );
|
|
meshBuilder.Position3fv( pVert->pos.Base() );
|
|
meshBuilder.Normal3fv( pVert->normal.Base() );
|
|
meshBuilder.Color4ub( 255, 255, 255, nAlpha );
|
|
meshBuilder.TexCoord2fv( 0, pVert->texCoord[0].Base() );
|
|
meshBuilder.TexCoord2fv( 1, pVert->lightCoord );
|
|
meshBuilder.TexCoord1f( 2, flOffset );
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for ( iVert = 0; iVert < nVertCount; ++iVert, ++pVert )
|
|
{
|
|
unsigned char nAlpha = FastFToC( pVert->flAlpha );
|
|
meshBuilder.Position3fv( pVert->pos.Base() );
|
|
meshBuilder.Normal3fv( pVert->normal.Base() );
|
|
meshBuilder.Color4ub( 255, 255, 255, nAlpha );
|
|
meshBuilder.TexCoord2fv( 0, pVert->texCoord[0].Base() );
|
|
meshBuilder.TexCoord2fv( 1, pVert->lightCoord );
|
|
meshBuilder.TexCoord2fv( 2, pVert->texCoord[1].Base() );
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
}
|
|
polyList.AddToTail( nVertCount );
|
|
}
|
|
|
|
if (pMesh)
|
|
{
|
|
CIndexBuilder &indexBuilder = meshBuilder;
|
|
indexBuilder.FastPolygonList( 0, polyList.Base(), polyList.Count() );
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
}
|
|
}
|
|
}
|
|
|
|
++iCurrentRenderOrder;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void COverlayMgr::SetOverlayBindProxy( int iOverlayID, void *pBindProxy )
|
|
{
|
|
moverlay_t *pOverlay = GetOverlay( iOverlayID );
|
|
if ( pOverlay )
|
|
pOverlay->m_pBindProxy = pBindProxy;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool COverlayMgr::Surf_PreClipFragment( moverlay_t *pOverlay, moverlayfragment_t &overlayFrag,
|
|
SurfaceHandle_t surfID, moverlayfragment_t &surfaceFrag )
|
|
{
|
|
MEM_ALLOC_CREDIT();
|
|
// Convert the overlay uv points to overlay plane points.
|
|
overlayFrag.m_aPrimVerts.SetCount( 4 );
|
|
for( int iVert = 0; iVert < 4; ++iVert )
|
|
{
|
|
Overlay_OverlayUVToOverlayPlane( pOverlay->m_vecOrigin, pOverlay->m_vecBasis[0],
|
|
pOverlay->m_vecBasis[1], pOverlay->m_vecUVPoints[iVert],
|
|
overlayFrag.m_aPrimVerts[iVert].pos );
|
|
}
|
|
|
|
// Overlay texture coordinates.
|
|
InitTexCoords( pOverlay, overlayFrag );
|
|
|
|
// Surface
|
|
int nVertCount = surfaceFrag.m_aPrimVerts.Count();
|
|
for ( int iVert = 0; iVert < nVertCount; ++iVert )
|
|
{
|
|
// Position.
|
|
Overlay_WorldToOverlayPlane( pOverlay->m_vecOrigin, pOverlay->m_vecBasis[2],
|
|
surfaceFrag.m_aPrimVerts[iVert].pos, surfaceFrag.m_aPrimVerts[iVert].pos );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void COverlayMgr::Surf_PostClipFragment( moverlay_t *pOverlay, moverlayfragment_t &overlayFrag,
|
|
SurfaceHandle_t surfID )
|
|
{
|
|
#ifndef SWDS
|
|
// Get fragment vertex count.
|
|
int nVertCount = overlayFrag.m_aPrimVerts.Count();
|
|
|
|
if ( nVertCount == 0 )
|
|
return;
|
|
|
|
// Create fragment.
|
|
OverlayFragmentHandle_t hFragment = AddFragmentToFragmentList( nVertCount );
|
|
moverlayfragment_t *pFragment = GetOverlayFragment( hFragment );
|
|
|
|
// Get surface context.
|
|
SurfaceCtx_t ctx;
|
|
SurfSetupSurfaceContext( ctx, surfID );
|
|
|
|
pFragment->m_iOverlay = pOverlay->m_nId;
|
|
pFragment->m_SurfId = surfID;
|
|
|
|
const Vector &vNormal = MSurf_Plane( surfID ).normal;
|
|
|
|
moverlayfragment_t origOverlay;
|
|
origOverlay.m_aPrimVerts.SetSize( 4 );
|
|
for ( int iPoint = 0; iPoint < 4; ++iPoint )
|
|
{
|
|
Overlay_OverlayUVToOverlayPlane( pOverlay->m_vecOrigin, pOverlay->m_vecBasis[0],
|
|
pOverlay->m_vecBasis[1], pOverlay->m_vecUVPoints[iPoint],
|
|
origOverlay.m_aPrimVerts[iPoint].pos );
|
|
}
|
|
InitTexCoords( pOverlay, origOverlay );
|
|
|
|
for ( int iVert = 0; iVert < nVertCount; ++iVert )
|
|
{
|
|
Vector2D vecUV;
|
|
PointInQuadToBarycentric( origOverlay.m_aPrimVerts[0].pos,
|
|
origOverlay.m_aPrimVerts[3].pos,
|
|
origOverlay.m_aPrimVerts[2].pos,
|
|
origOverlay.m_aPrimVerts[1].pos,
|
|
overlayFrag.m_aPrimVerts[iVert].pos, vecUV );
|
|
|
|
Overlay_OverlayPlaneToWorld( pOverlay->m_vecBasis[2], surfID,
|
|
overlayFrag.m_aPrimVerts[iVert].pos,
|
|
pFragment->m_aPrimVerts[iVert].pos );
|
|
|
|
// Texture coordinates.
|
|
Vector2D vecTexCoord;
|
|
for ( int iTexCoord=0; iTexCoord < NUM_OVERLAY_TEXCOORDS; iTexCoord++ )
|
|
{
|
|
TexCoordInQuadFromBarycentric( origOverlay.m_aPrimVerts[0].texCoord[iTexCoord], origOverlay.m_aPrimVerts[3].texCoord[iTexCoord],
|
|
origOverlay.m_aPrimVerts[2].texCoord[iTexCoord], origOverlay.m_aPrimVerts[1].texCoord[iTexCoord],
|
|
vecUV, vecTexCoord );
|
|
|
|
pFragment->m_aPrimVerts[iVert].texCoord[iTexCoord][0] = vecTexCoord.x;
|
|
pFragment->m_aPrimVerts[iVert].texCoord[iTexCoord][1] = vecTexCoord.y;
|
|
}
|
|
|
|
// Normals : FIXME this isn't an interpolated normal.
|
|
pFragment->m_aPrimVerts[iVert].normal = vNormal;
|
|
|
|
// Lightmap coordinates.
|
|
Vector2D uv;
|
|
SurfComputeLightmapCoordinate( ctx, surfID, pFragment->m_aPrimVerts[iVert].pos, uv );
|
|
pFragment->m_aPrimVerts[iVert].lightCoord[0] = uv.x;
|
|
pFragment->m_aPrimVerts[iVert].lightCoord[1] = uv.y;
|
|
|
|
// Push -just- off the surface to avoid z-clipping errors.
|
|
pFragment->m_aPrimVerts[iVert].pos += vNormal * OVERLAY_AVOID_FLICKER_NORMAL_OFFSET;
|
|
}
|
|
|
|
// Create the sort ID for this fragment
|
|
const MaterialSystem_SortInfo_t &sortInfo = materialSortInfoArray[MSurf_MaterialSortID( surfID )];
|
|
mtexinfo_t *pTexInfo = &host_state.worldbrush->texinfo[pOverlay->m_nTexInfo];
|
|
pFragment->m_nMaterialSortID = GetMaterialSortID( pTexInfo->material, sortInfo.lightmapPageID );
|
|
|
|
// Add to list of fragments for this overlay
|
|
MEM_ALLOC_CREDIT();
|
|
OverlayFragmentList_t i = m_OverlayFragments.Alloc( true );
|
|
m_OverlayFragments[i] = hFragment;
|
|
m_OverlayFragments.LinkBefore( pOverlay->m_hFirstFragment, i );
|
|
pOverlay->m_hFirstFragment = i;
|
|
|
|
// Add to list of fragments for this surface
|
|
// NOTE: Store them in *reverse* order so that when we pull them off for
|
|
// rendering, we can do *that* in reverse order too? Reduces the amount of iteration necessary
|
|
// Therefore, we need to add to the head of the list
|
|
m_aFragments.LinkBefore( MSurf_OverlayFragmentList( surfID ), hFragment );
|
|
MSurf_OverlayFragmentList( surfID ) = hFragment;
|
|
#endif // !SWDS
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Clips an overlay to a surface
|
|
//-----------------------------------------------------------------------------
|
|
void COverlayMgr::Surf_ClipFragment( moverlay_t *pOverlay, moverlayfragment_t &overlayFrag,
|
|
SurfaceHandle_t surfID, moverlayfragment_t &surfaceFrag )
|
|
{
|
|
MEM_ALLOC_CREDIT();
|
|
// Create the clip planes.
|
|
CUtlVector<cplane_t> m_ClipPlanes;
|
|
BuildClipPlanes( surfID, surfaceFrag, pOverlay->m_vecBasis[2], m_ClipPlanes );
|
|
|
|
// Copy the overlay fragment (initial clipped fragment).
|
|
moverlayfragment_t *pClippedFrag = CopyTempFragment( &overlayFrag );
|
|
|
|
for( int iPlane = 0; iPlane < m_ClipPlanes.Count(); ++iPlane )
|
|
{
|
|
moverlayfragment_t *pFront = NULL, *pBack = NULL;
|
|
DoClipFragment( pClippedFrag, &m_ClipPlanes[iPlane], &pFront, &pBack );
|
|
DestroyTempFragment( pClippedFrag );
|
|
pClippedFrag = NULL;
|
|
|
|
// Keep the backside and continue clipping.
|
|
if ( pBack )
|
|
{
|
|
pClippedFrag = pBack;
|
|
}
|
|
|
|
if ( pFront )
|
|
{
|
|
DestroyTempFragment( pFront );
|
|
}
|
|
}
|
|
|
|
m_ClipPlanes.Purge();
|
|
|
|
// Copy the clipped polygon back to the overlay frag.
|
|
overlayFrag.m_aPrimVerts.RemoveAll();
|
|
if ( pClippedFrag )
|
|
{
|
|
overlayFrag.m_aPrimVerts.SetCount( pClippedFrag->m_aPrimVerts.Count() );
|
|
for ( int iVert = 0; iVert < pClippedFrag->m_aPrimVerts.Count(); ++iVert )
|
|
{
|
|
overlayFrag.m_aPrimVerts[iVert].pos = pClippedFrag->m_aPrimVerts[iVert].pos;
|
|
memcpy( overlayFrag.m_aPrimVerts[iVert].texCoord, pClippedFrag->m_aPrimVerts[iVert].texCoord, sizeof( overlayFrag.m_aPrimVerts[iVert].texCoord ) );
|
|
}
|
|
}
|
|
|
|
DestroyTempFragment( pClippedFrag );
|
|
}
|
|
|
|
inline float TriangleArea( const Vector &v0, const Vector &v1, const Vector &v2 )
|
|
{
|
|
Vector vecEdge0, vecEdge1, vecCross;
|
|
VectorSubtract( v1, v0, vecEdge0 );
|
|
VectorSubtract( v2, v0, vecEdge1 );
|
|
CrossProduct( vecEdge0, vecEdge1, vecCross );
|
|
return ( VectorLength( vecCross ) * 0.5f );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Creates overlay fragments for a particular surface
|
|
//-----------------------------------------------------------------------------
|
|
void COverlayMgr::Surf_CreateFragments( moverlay_t *pOverlay, SurfaceHandle_t surfID )
|
|
{
|
|
moverlayfragment_t overlayFrag, surfaceFrag;
|
|
|
|
// The faces get fan tesselated into triangles when rendered - do the same to
|
|
// create the fragments!
|
|
int iFirstVert = MSurf_FirstVertIndex( surfID );
|
|
|
|
int nSurfTriangleCount = MSurf_VertCount( surfID ) - 2;
|
|
for( int iTri = 0; iTri < nSurfTriangleCount; ++iTri )
|
|
{
|
|
// 3 Points in a triangle.
|
|
surfaceFrag.m_aPrimVerts.SetCount( 3 );
|
|
|
|
int iVert = host_state.worldbrush->vertindices[(iFirstVert)];
|
|
mvertex_t *pVert = &host_state.worldbrush->vertexes[iVert];
|
|
surfaceFrag.m_aPrimVerts[0].pos = pVert->position;
|
|
|
|
iVert = host_state.worldbrush->vertindices[(iFirstVert+iTri+1)];
|
|
pVert = &host_state.worldbrush->vertexes[iVert];
|
|
surfaceFrag.m_aPrimVerts[1].pos = pVert->position;
|
|
|
|
iVert = host_state.worldbrush->vertindices[(iFirstVert+iTri+2)];
|
|
pVert = &host_state.worldbrush->vertexes[iVert];
|
|
surfaceFrag.m_aPrimVerts[2].pos = pVert->position;
|
|
|
|
if ( TriangleArea( surfaceFrag.m_aPrimVerts[0].pos, surfaceFrag.m_aPrimVerts[1].pos, surfaceFrag.m_aPrimVerts[2].pos ) > 1.0f )
|
|
{
|
|
if ( Surf_PreClipFragment( pOverlay, overlayFrag, surfID, surfaceFrag ) )
|
|
{
|
|
Surf_ClipFragment( pOverlay, overlayFrag, surfID, surfaceFrag );
|
|
Surf_PostClipFragment( pOverlay, overlayFrag, surfID );
|
|
}
|
|
}
|
|
|
|
// Clean up!
|
|
surfaceFrag.m_aPrimVerts.RemoveAll();
|
|
overlayFrag.m_aPrimVerts.RemoveAll();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Creates fragments from the overlays loaded in from file
|
|
//-----------------------------------------------------------------------------
|
|
void COverlayMgr::CreateFragments( void )
|
|
{
|
|
int nOverlayCount = m_aOverlays.Count();
|
|
for ( int iOverlay = 0; iOverlay < nOverlayCount; ++iOverlay )
|
|
{
|
|
moverlay_t *pOverlay = &m_aOverlays.Element( iOverlay );
|
|
int nFaceCount = pOverlay->m_aFaces.Count();
|
|
if ( nFaceCount == 0 )
|
|
continue;
|
|
|
|
// Build the overlay basis.
|
|
bool bFlip = ( pOverlay->m_vecUVPoints[3].z == 1.0f );
|
|
pOverlay->m_vecUVPoints[3].z = 0.0f;
|
|
Overlay_BuildBasis( pOverlay->m_vecBasis[2], pOverlay->m_vecBasis[0], pOverlay->m_vecBasis[1], bFlip );
|
|
|
|
// Clip against each face in the face list.
|
|
for( int iFace = 0; iFace < nFaceCount; ++iFace )
|
|
{
|
|
SurfaceHandle_t surfID = pOverlay->m_aFaces[iFace];
|
|
|
|
if ( SurfaceHasDispInfo( surfID ) )
|
|
{
|
|
Disp_CreateFragments( pOverlay, surfID );
|
|
}
|
|
else
|
|
{
|
|
Surf_CreateFragments( pOverlay, surfID );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Overlay checking!
|
|
for ( int iOverlay = 0; iOverlay < nOverlayCount; ++iOverlay )
|
|
{
|
|
moverlay_t *pOverlay = &m_aOverlays.Element( iOverlay );
|
|
int hFrag = pOverlay->m_hFirstFragment;
|
|
while ( hFrag != OVERLAY_FRAGMENT_INVALID )
|
|
{
|
|
int iFrag = m_OverlayFragments[hFrag];
|
|
moverlayfragment_t *pFrag = &m_aFragments[iFrag];
|
|
int nVertCount = pFrag->m_aPrimVerts.Count();
|
|
for ( int iVert = 0; iVert < nVertCount; ++iVert )
|
|
{
|
|
overlayvert_t *pVert = &pFrag->m_aPrimVerts[iVert];
|
|
if ( !pVert->pos.IsValid() )
|
|
{
|
|
Assert( 0 );
|
|
mtexinfo_t *pTexInfo = &host_state.worldbrush->texinfo[pOverlay->m_nTexInfo];
|
|
DevMsg( 1, "Bad overlay vert - %d at (%f, %f, %f) with material '%s'\n", iOverlay,
|
|
pOverlay->m_vecOrigin.x, pOverlay->m_vecOrigin.y, pOverlay->m_vecOrigin.z,
|
|
( pTexInfo && pTexInfo->material ) ? pTexInfo->material->GetName() : "" );
|
|
}
|
|
|
|
if ( !pVert->normal.IsValid() )
|
|
{
|
|
Assert( 0 );
|
|
mtexinfo_t *pTexInfo = &host_state.worldbrush->texinfo[pOverlay->m_nTexInfo];
|
|
DevMsg( 1, "Bad overlay normal - %d at (%f, %f, %f) with material '%s'\n", iOverlay,
|
|
pOverlay->m_vecOrigin.x, pOverlay->m_vecOrigin.y, pOverlay->m_vecOrigin.z,
|
|
( pTexInfo && pTexInfo->material ) ? pTexInfo->material->GetName() : "" );
|
|
}
|
|
|
|
if ( !pVert->texCoord[0].IsValid() || !pVert->texCoord[1].IsValid() )
|
|
{
|
|
Assert( 0 );
|
|
mtexinfo_t *pTexInfo = &host_state.worldbrush->texinfo[pOverlay->m_nTexInfo];
|
|
DevMsg( 1, "Bad overlay texture coords - %d at (%f, %f, %f) with material '%s'\n", iOverlay,
|
|
pOverlay->m_vecOrigin.x, pOverlay->m_vecOrigin.y, pOverlay->m_vecOrigin.z,
|
|
( pTexInfo && pTexInfo->material ) ? pTexInfo->material->GetName() : "" );
|
|
}
|
|
}
|
|
hFrag = m_OverlayFragments.Next( hFrag );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void COverlayMgr::ReSortMaterials( void )
|
|
{
|
|
#ifndef SWDS
|
|
// Clear the old render queue.
|
|
m_RenderQueue.Purge();
|
|
for ( int iSort = 0; iSort < MAX_MAT_SORT_GROUPS; ++iSort )
|
|
{
|
|
m_nFirstRenderQueue[iSort] = RENDER_QUEUE_INVALID;
|
|
}
|
|
|
|
// Update all fragments.
|
|
int nOverlayCount = m_aOverlays.Count();
|
|
for ( int iOverlay = 0; iOverlay < nOverlayCount; ++iOverlay )
|
|
{
|
|
moverlay_t *pOverlay = &m_aOverlays.Element( iOverlay );
|
|
if ( !pOverlay )
|
|
continue;
|
|
|
|
mtexinfo_t *pTexInfo = &host_state.worldbrush->texinfo[pOverlay->m_nTexInfo];
|
|
if ( !pTexInfo )
|
|
continue;
|
|
|
|
int hFrag = pOverlay->m_hFirstFragment;
|
|
while ( hFrag != OVERLAY_FRAGMENT_INVALID )
|
|
{
|
|
int iFrag = m_OverlayFragments[hFrag];
|
|
moverlayfragment_t *pFrag = &m_aFragments[iFrag];
|
|
if ( pFrag )
|
|
{
|
|
const MaterialSystem_SortInfo_t &sortInfo = materialSortInfoArray[MSurf_MaterialSortID( pFrag->m_SurfId )];
|
|
pFrag->m_nMaterialSortID = GetMaterialSortID( pTexInfo->material, sortInfo.lightmapPageID );
|
|
|
|
// Get surface context.
|
|
SurfaceCtx_t ctx;
|
|
SurfSetupSurfaceContext( ctx, pFrag->m_SurfId );
|
|
|
|
int nVertCount = pFrag->m_aPrimVerts.Count();
|
|
for ( int iVert = 0; iVert < nVertCount; ++iVert )
|
|
{
|
|
// Lightmap coordinates.
|
|
Vector2D uv;
|
|
SurfComputeLightmapCoordinate( ctx, pFrag->m_SurfId, pFrag->m_aPrimVerts[iVert].pos, uv );
|
|
pFrag->m_aPrimVerts[iVert].lightCoord[0] = uv.x;
|
|
pFrag->m_aPrimVerts[iVert].lightCoord[1] = uv.y;
|
|
}
|
|
}
|
|
hFrag = m_OverlayFragments.Next( hFrag );
|
|
}
|
|
}
|
|
#endif // !SWDS
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Loads overlays from the lump
|
|
//-----------------------------------------------------------------------------
|
|
bool COverlayMgr::LoadOverlays( )
|
|
{
|
|
CMapLoadHelper lh( LUMP_OVERLAYS );
|
|
CMapLoadHelper lh2( LUMP_WATEROVERLAYS );
|
|
CMapLoadHelper lhOverlayFades( LUMP_OVERLAY_FADES );
|
|
|
|
doverlay_t *pOverlayIn;
|
|
dwateroverlay_t *pWaterOverlayIn;
|
|
|
|
pOverlayIn = ( doverlay_t* )lh.LumpBase();
|
|
if ( lh.LumpSize() % sizeof( doverlay_t ) )
|
|
return false;
|
|
|
|
pWaterOverlayIn = ( dwateroverlay_t* )lh2.LumpBase();
|
|
if ( lh2.LumpSize() % sizeof( dwateroverlay_t ) )
|
|
return false;
|
|
|
|
// Fade distances are in a parallel lump
|
|
doverlayfade_t *pOverlayFadesIn = (doverlayfade_t *)lhOverlayFades.LumpBase();
|
|
if ( lhOverlayFades.LumpSize() % sizeof( doverlayfade_t ) )
|
|
return false;
|
|
|
|
int nOverlayCount = lh.LumpSize() / sizeof( doverlay_t );
|
|
int nWaterOverlayCount = lh2.LumpSize() / sizeof( dwateroverlay_t );
|
|
|
|
// Memory allocation!
|
|
m_aOverlays.SetSize( nOverlayCount + nWaterOverlayCount );
|
|
|
|
for( int iOverlay = 0; iOverlay < nOverlayCount; ++iOverlay, ++pOverlayIn )
|
|
{
|
|
moverlay_t *pOverlayOut = &m_aOverlays.Element( iOverlay );
|
|
|
|
pOverlayOut->m_nId = iOverlay;
|
|
pOverlayOut->m_nTexInfo = pOverlayIn->nTexInfo;
|
|
pOverlayOut->m_nRenderOrder = pOverlayIn->GetRenderOrder();
|
|
if ( pOverlayOut->m_nRenderOrder >= OVERLAY_NUM_RENDER_ORDERS )
|
|
Error( "COverlayMgr::LoadOverlays: invalid render order (%d) for an overlay.", pOverlayOut->m_nRenderOrder );
|
|
|
|
pOverlayOut->m_flU[0] = pOverlayIn->flU[0];
|
|
pOverlayOut->m_flU[1] = pOverlayIn->flU[1];
|
|
pOverlayOut->m_flV[0] = pOverlayIn->flV[0];
|
|
pOverlayOut->m_flV[1] = pOverlayIn->flV[1];
|
|
|
|
if ( pOverlayFadesIn )
|
|
{
|
|
pOverlayOut->m_flFadeDistMinSq = pOverlayFadesIn->flFadeDistMinSq;
|
|
pOverlayOut->m_flFadeDistMaxSq = pOverlayFadesIn->flFadeDistMaxSq;
|
|
pOverlayOut->m_flInvFadeRangeSq = 1.0f / ( pOverlayFadesIn->flFadeDistMaxSq - pOverlayFadesIn->flFadeDistMinSq );
|
|
|
|
pOverlayFadesIn++;
|
|
}
|
|
else
|
|
{
|
|
pOverlayOut->m_flFadeDistMinSq = -1.0f;
|
|
pOverlayOut->m_flFadeDistMaxSq = 0;
|
|
pOverlayOut->m_flInvFadeRangeSq = 1.0f;
|
|
}
|
|
|
|
VectorCopy( pOverlayIn->vecOrigin, pOverlayOut->m_vecOrigin );
|
|
|
|
VectorCopy( pOverlayIn->vecUVPoints[0], pOverlayOut->m_vecUVPoints[0] );
|
|
VectorCopy( pOverlayIn->vecUVPoints[1], pOverlayOut->m_vecUVPoints[1] );
|
|
VectorCopy( pOverlayIn->vecUVPoints[2], pOverlayOut->m_vecUVPoints[2] );
|
|
VectorCopy( pOverlayIn->vecUVPoints[3], pOverlayOut->m_vecUVPoints[3] );
|
|
|
|
VectorCopy( pOverlayIn->vecBasisNormal, pOverlayOut->m_vecBasis[2] );
|
|
|
|
// Basis U is encoded in the z components of the UVPoints 0, 1, 2
|
|
pOverlayOut->m_vecBasis[0].x = pOverlayOut->m_vecUVPoints[0].z;
|
|
pOverlayOut->m_vecBasis[0].y = pOverlayOut->m_vecUVPoints[1].z;
|
|
pOverlayOut->m_vecBasis[0].z = pOverlayOut->m_vecUVPoints[2].z;
|
|
|
|
if ( pOverlayOut->m_vecBasis[0].x == 0.0f && pOverlayOut->m_vecBasis[0].y == 0.0f && pOverlayOut->m_vecBasis[0].z == 0.0f )
|
|
{
|
|
Warning( "Bad overlay basis at (%f %f %f)!\n", pOverlayOut->m_vecOrigin.x, pOverlayOut->m_vecOrigin.y, pOverlayOut->m_vecOrigin.z );
|
|
}
|
|
|
|
CrossProduct( pOverlayOut->m_vecBasis[2], pOverlayOut->m_vecBasis[0], pOverlayOut->m_vecBasis[1] );
|
|
VectorNormalize( pOverlayOut->m_vecBasis[1] );
|
|
|
|
pOverlayOut->m_vecUVPoints[0].z = 0.0f;
|
|
pOverlayOut->m_vecUVPoints[1].z = 0.0f;
|
|
pOverlayOut->m_vecUVPoints[2].z = 0.0f;
|
|
|
|
pOverlayOut->m_aFaces.SetSize( pOverlayIn->GetFaceCount() );
|
|
for( int iFace = 0; iFace < pOverlayIn->GetFaceCount(); ++iFace )
|
|
{
|
|
pOverlayOut->m_aFaces[iFace] = SurfaceHandleFromIndex( pOverlayIn->aFaces[iFace], lh.GetMap() );
|
|
}
|
|
|
|
pOverlayOut->m_hFirstFragment = OVERLAY_FRAGMENT_LIST_INVALID;
|
|
pOverlayOut->m_pBindProxy = NULL;
|
|
}
|
|
|
|
for( int iWaterOverlay = 0; iWaterOverlay < nWaterOverlayCount; ++iWaterOverlay, ++pWaterOverlayIn )
|
|
{
|
|
moverlay_t *pOverlayOut = &m_aOverlays.Element( nOverlayCount + iWaterOverlay );
|
|
|
|
pOverlayOut->m_nId = nOverlayCount + iWaterOverlay;
|
|
pOverlayOut->m_nTexInfo = pWaterOverlayIn->nTexInfo;
|
|
pOverlayOut->m_nRenderOrder = pWaterOverlayIn->GetRenderOrder();
|
|
if ( pOverlayOut->m_nRenderOrder >= OVERLAY_NUM_RENDER_ORDERS )
|
|
Error( "COverlayMgr::LoadOverlays: invalid render order (%d) for an overlay.", pOverlayOut->m_nRenderOrder );
|
|
|
|
pOverlayOut->m_flU[0] = pWaterOverlayIn->flU[0];
|
|
pOverlayOut->m_flU[1] = pWaterOverlayIn->flU[1];
|
|
pOverlayOut->m_flV[0] = pWaterOverlayIn->flV[0];
|
|
pOverlayOut->m_flV[1] = pWaterOverlayIn->flV[1];
|
|
|
|
VectorCopy( pWaterOverlayIn->vecOrigin, pOverlayOut->m_vecOrigin );
|
|
|
|
VectorCopy( pWaterOverlayIn->vecUVPoints[0], pOverlayOut->m_vecUVPoints[0] );
|
|
VectorCopy( pWaterOverlayIn->vecUVPoints[1], pOverlayOut->m_vecUVPoints[1] );
|
|
VectorCopy( pWaterOverlayIn->vecUVPoints[2], pOverlayOut->m_vecUVPoints[2] );
|
|
VectorCopy( pWaterOverlayIn->vecUVPoints[3], pOverlayOut->m_vecUVPoints[3] );
|
|
|
|
VectorCopy( pWaterOverlayIn->vecBasisNormal, pOverlayOut->m_vecBasis[2] );
|
|
|
|
// Basis U is encoded in the z components of the UVPoints 0, 1, 2
|
|
pOverlayOut->m_vecBasis[0].x = pOverlayOut->m_vecUVPoints[0].z;
|
|
pOverlayOut->m_vecBasis[0].y = pOverlayOut->m_vecUVPoints[1].z;
|
|
pOverlayOut->m_vecBasis[0].z = pOverlayOut->m_vecUVPoints[2].z;
|
|
|
|
if ( pOverlayOut->m_vecBasis[0].x == 0.0f && pOverlayOut->m_vecBasis[0].y == 0.0f && pOverlayOut->m_vecBasis[0].z == 0.0f )
|
|
{
|
|
Warning( "Bad overlay basis at (%f %f %f)!\n", pOverlayOut->m_vecOrigin.x, pOverlayOut->m_vecOrigin.y, pOverlayOut->m_vecOrigin.z );
|
|
}
|
|
|
|
CrossProduct( pOverlayOut->m_vecBasis[2], pOverlayOut->m_vecBasis[0], pOverlayOut->m_vecBasis[1] );
|
|
VectorNormalize( pOverlayOut->m_vecBasis[1] );
|
|
|
|
pOverlayOut->m_vecUVPoints[0].z = 0.0f;
|
|
pOverlayOut->m_vecUVPoints[1].z = 0.0f;
|
|
pOverlayOut->m_vecUVPoints[2].z = 0.0f;
|
|
|
|
pOverlayOut->m_aFaces.SetSize( pWaterOverlayIn->GetFaceCount() );
|
|
for( int iFace = 0; iFace < pWaterOverlayIn->GetFaceCount(); ++iFace )
|
|
{
|
|
pOverlayOut->m_aFaces[iFace] = SurfaceHandleFromIndex( pWaterOverlayIn->aFaces[iFace], lh2.GetMap() );
|
|
}
|
|
|
|
pOverlayOut->m_hFirstFragment = OVERLAY_FRAGMENT_LIST_INVALID;
|
|
pOverlayOut->m_pBindProxy = NULL;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void COverlayMgr::Disp_CreateFragments( moverlay_t *pOverlay, SurfaceHandle_t surfID )
|
|
{
|
|
OverlayFragmentVector_t aDispFragments;
|
|
|
|
if ( Disp_PreClipFragment( pOverlay, aDispFragments, surfID ) )
|
|
{
|
|
IDispInfo *pIDisp = MSurf_DispInfo( surfID );
|
|
CDispInfo *pDisp = static_cast<CDispInfo*>( pIDisp );
|
|
if ( pDisp )
|
|
{
|
|
Disp_ClipFragment( pDisp, aDispFragments );
|
|
Disp_PostClipFragment( pDisp, &pDisp->m_MeshReader, pOverlay, aDispFragments, surfID );
|
|
}
|
|
}
|
|
|
|
for ( int i = aDispFragments.Count(); --i >= 0; )
|
|
{
|
|
DestroyTempFragment( aDispFragments[i] );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool COverlayMgr::Disp_PreClipFragment( moverlay_t *pOverlay, OverlayFragmentVector_t &aDispFragments,
|
|
SurfaceHandle_t surfID )
|
|
{
|
|
MEM_ALLOC_CREDIT();
|
|
|
|
// The faces are not tesselated when they are displaced faces.
|
|
int iFirstVert = MSurf_FirstVertIndex( surfID );
|
|
|
|
// Displaced faces are quads.
|
|
moverlayfragment_t surfaceFrag;
|
|
surfaceFrag.m_aPrimVerts.SetCount( 4 );
|
|
for( int iVert = 0; iVert < 4; ++iVert )
|
|
{
|
|
int iVertex = host_state.worldbrush->vertindices[(iFirstVert+iVert)];
|
|
mvertex_t *pVert = &host_state.worldbrush->vertexes[iVertex];
|
|
surfaceFrag.m_aPrimVerts[iVert].pos = pVert->position;
|
|
}
|
|
|
|
// Setup the base fragment to be clipped by the base surface previous to the
|
|
// displaced surface.
|
|
moverlayfragment_t overlayFrag;
|
|
if ( !Surf_PreClipFragment( pOverlay, overlayFrag, surfID, surfaceFrag ) )
|
|
return false;
|
|
|
|
Surf_ClipFragment( pOverlay, overlayFrag, surfID, surfaceFrag );
|
|
|
|
// Get fragment vertex count.
|
|
int nVertCount = overlayFrag.m_aPrimVerts.Count();
|
|
if ( nVertCount == 0 )
|
|
return false;
|
|
|
|
// Setup
|
|
moverlayfragment_t *pFragment = CopyTempFragment( &overlayFrag );
|
|
aDispFragments.AddToTail( pFragment );
|
|
|
|
IDispInfo *pIDispInfo = MSurf_DispInfo( surfID );
|
|
CDispInfo *pDispInfo = static_cast<CDispInfo*>( pIDispInfo );
|
|
int iPointStart = pDispInfo->m_iPointStart;
|
|
|
|
Vector2D vecTmpUV;
|
|
for ( int iVert = 0; iVert < nVertCount; ++iVert )
|
|
{
|
|
PointInQuadToBarycentric( surfaceFrag.m_aPrimVerts[iPointStart].pos,
|
|
surfaceFrag.m_aPrimVerts[(iPointStart+3)%4].pos,
|
|
surfaceFrag.m_aPrimVerts[(iPointStart+2)%4].pos,
|
|
surfaceFrag.m_aPrimVerts[(iPointStart+1)%4].pos,
|
|
overlayFrag.m_aPrimVerts[iVert].pos,
|
|
vecTmpUV );
|
|
if ( !vecTmpUV.IsValid() )
|
|
{
|
|
mtexinfo_t *pTexInfo = &host_state.worldbrush->texinfo[pOverlay->m_nTexInfo];
|
|
DevWarning( 1, "Bad overlay geometry at %s with material '%s'\n", VecToString(pOverlay->m_vecOrigin),
|
|
( pTexInfo && pTexInfo->material ) ? pTexInfo->material->GetName() : "" );
|
|
return false;
|
|
}
|
|
|
|
pFragment->m_aPrimVerts[iVert].pos.x = vecTmpUV.x;
|
|
pFragment->m_aPrimVerts[iVert].pos.y = vecTmpUV.y;
|
|
pFragment->m_aPrimVerts[iVert].pos.z = 0.0f;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void COverlayMgr::Disp_PostClipFragment( CDispInfo *pDisp, CMeshReader *pReader, moverlay_t *pOverlay,
|
|
OverlayFragmentVector_t &aDispFragments, SurfaceHandle_t surfID )
|
|
{
|
|
#ifndef SWDS
|
|
if ( aDispFragments.Count() == 0 )
|
|
return;
|
|
|
|
// Get surface context.
|
|
SurfaceCtx_t ctx;
|
|
SurfSetupSurfaceContext( ctx, surfID );
|
|
|
|
// The faces are not tesselated when they are displaced faces.
|
|
int iFirstVert = MSurf_FirstVertIndex( surfID );
|
|
|
|
// Displaced faces are quads.
|
|
moverlayfragment_t surfaceFrag;
|
|
surfaceFrag.m_aPrimVerts.SetCount( 4 );
|
|
for( int iVert = 0; iVert < 4; ++iVert )
|
|
{
|
|
int iVertex = host_state.worldbrush->vertindices[(iFirstVert+iVert)];
|
|
mvertex_t *pVert = &host_state.worldbrush->vertexes[iVertex];
|
|
surfaceFrag.m_aPrimVerts[iVert].pos = pVert->position;
|
|
}
|
|
|
|
Vector2D lightCoords[4];
|
|
int nInterval = pDisp->GetSideLength();
|
|
|
|
pReader->TexCoord2f( 0, DISP_LMCOORDS_STAGE, lightCoords[0].x, lightCoords[0].y );
|
|
pReader->TexCoord2f( nInterval - 1, DISP_LMCOORDS_STAGE, lightCoords[1].x, lightCoords[1].y );
|
|
pReader->TexCoord2f( ( nInterval * nInterval ) - 1, DISP_LMCOORDS_STAGE, lightCoords[2].x, lightCoords[2].y );
|
|
pReader->TexCoord2f( nInterval * ( nInterval - 1 ), DISP_LMCOORDS_STAGE, lightCoords[3].x, lightCoords[3].y );
|
|
|
|
// Get the number of displacement fragments.
|
|
int nFragCount = aDispFragments.Count();
|
|
for ( int iFrag = 0; iFrag < nFragCount; ++iFrag )
|
|
{
|
|
moverlayfragment_t *pDispFragment = aDispFragments[iFrag];
|
|
if ( !pDispFragment )
|
|
continue;
|
|
|
|
int nVertCount = pDispFragment->m_aPrimVerts.Count();
|
|
if ( nVertCount < 3 )
|
|
continue;
|
|
|
|
// Create fragment.
|
|
OverlayFragmentHandle_t hFragment = AddFragmentToFragmentList( nVertCount );
|
|
moverlayfragment_t *pFragment = GetOverlayFragment( hFragment );
|
|
|
|
pFragment->m_iOverlay = pOverlay->m_nId;
|
|
pFragment->m_SurfId = surfID;
|
|
|
|
Vector2D vecTmpUV;
|
|
Vector vecTmp;
|
|
for ( int iVert = 0; iVert < nVertCount; ++iVert )
|
|
{
|
|
vecTmpUV.x = pDispFragment->m_aPrimVerts[iVert].pos.x;
|
|
vecTmpUV.y = pDispFragment->m_aPrimVerts[iVert].pos.y;
|
|
|
|
vecTmpUV.x = clamp( vecTmpUV.x, 0.0f, 1.0f );
|
|
vecTmpUV.y = clamp( vecTmpUV.y, 0.0f, 1.0f );
|
|
|
|
Overlay_DispUVToWorld( pDisp, pReader, vecTmpUV, pFragment->m_aPrimVerts[iVert].pos, surfaceFrag );
|
|
|
|
// Texture coordinates.
|
|
pFragment->m_aPrimVerts[iVert].texCoord[0] = pDispFragment->m_aPrimVerts[iVert].texCoord[0];
|
|
pFragment->m_aPrimVerts[iVert].texCoord[1] = pDispFragment->m_aPrimVerts[iVert].texCoord[1];
|
|
|
|
// Lightmap coordinates.
|
|
Vector2D uv;
|
|
TexCoordInQuadFromBarycentric( lightCoords[0], lightCoords[1], lightCoords[2], lightCoords[3], vecTmpUV, uv );
|
|
pFragment->m_aPrimVerts[iVert].lightCoord[0] = uv.x;
|
|
pFragment->m_aPrimVerts[iVert].lightCoord[1] = uv.y;
|
|
}
|
|
|
|
// Calculate the normal for this fragment.
|
|
Vector vecFragmentNormal;
|
|
Vector vecEdges[2];
|
|
VectorSubtract( pFragment->m_aPrimVerts[1].pos, pFragment->m_aPrimVerts[0].pos, vecEdges[0] );
|
|
VectorSubtract( pFragment->m_aPrimVerts[2].pos, pFragment->m_aPrimVerts[0].pos, vecEdges[1] );
|
|
vecFragmentNormal = CrossProduct( vecEdges[1], vecEdges[0] );
|
|
if ( VectorNormalize( vecFragmentNormal ) < 1e-3 )
|
|
{
|
|
vecFragmentNormal.Init( -vecEdges[1].y, vecEdges[1].x, 0.0f );
|
|
if ( VectorNormalize( vecFragmentNormal ) < 1e-3 )
|
|
{
|
|
vecFragmentNormal.Init( 0.0f, 0.0f, 1.0f );
|
|
}
|
|
}
|
|
for ( int iVert = 0; iVert < nVertCount; ++iVert )
|
|
{
|
|
pFragment->m_aPrimVerts[iVert].normal = vecFragmentNormal;
|
|
}
|
|
|
|
// Create the sort ID for this fragment
|
|
const MaterialSystem_SortInfo_t &sortInfo = materialSortInfoArray[MSurf_MaterialSortID( surfID )];
|
|
mtexinfo_t *pTexInfo = &host_state.worldbrush->texinfo[pOverlay->m_nTexInfo];
|
|
pFragment->m_nMaterialSortID = GetMaterialSortID( pTexInfo->material, sortInfo.lightmapPageID );
|
|
|
|
// Add to list of fragments for this overlay
|
|
MEM_ALLOC_CREDIT();
|
|
|
|
OverlayFragmentList_t i = m_OverlayFragments.Alloc( true );
|
|
m_OverlayFragments[i] = hFragment;
|
|
m_OverlayFragments.LinkBefore( pOverlay->m_hFirstFragment, i );
|
|
pOverlay->m_hFirstFragment = i;
|
|
|
|
// Add to list of fragments for this surface
|
|
// NOTE: Store them in *reverse* order so that when we pull them off for
|
|
// rendering, we can do *that* in reverse order too? Reduces the amount of iteration necessary
|
|
// Therefore, we need to add to the head of the list
|
|
m_aFragments.LinkBefore( MSurf_OverlayFragmentList( surfID ), hFragment );
|
|
MSurf_OverlayFragmentList( surfID ) = hFragment;
|
|
}
|
|
#endif // !SWDS
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void COverlayMgr::Disp_ClipFragment( CDispInfo *pDisp, OverlayFragmentVector_t &aDispFragments )
|
|
{
|
|
cplane_t clipPlane;
|
|
|
|
// Cache the displacement interval.
|
|
const CPowerInfo *pPowerInfo = pDisp->GetPowerInfo();
|
|
int nInterval = ( 1 << pPowerInfo->GetPower() );
|
|
|
|
// Displacement-space clipping in V.
|
|
clipPlane.normal.Init( 1.0f, 0.0f, 0.0f );
|
|
Disp_DoClip( pDisp, aDispFragments, clipPlane, 1.0f, nInterval, 1, nInterval, 1 );
|
|
|
|
// Displacement-space clipping in U.
|
|
clipPlane.normal.Init( 0.0f, 1.0f, 0.0f );
|
|
Disp_DoClip( pDisp, aDispFragments, clipPlane, 1.0f, nInterval, 1, nInterval, 1 );
|
|
|
|
// Displacement-space clipping UV from top-left to bottom-right.
|
|
clipPlane.normal.Init( 0.707f, 0.707f, 0.0f ); // 45 degrees
|
|
Disp_DoClip( pDisp, aDispFragments, clipPlane, 0.707f, nInterval, 2, ( nInterval * 2 - 1 ), 2 );
|
|
|
|
// Displacement-space clipping UV from bottom-left to top-right.
|
|
clipPlane.normal.Init( -0.707f, 0.707f, 0.0f ); // 135 degrees
|
|
Disp_DoClip( pDisp, aDispFragments, clipPlane, 0.707f, nInterval, -( nInterval - 2 ), ( nInterval - 1 ), 2 );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void COverlayMgr::Disp_DoClip( CDispInfo *pDisp, OverlayFragmentVector_t &aDispFragments, cplane_t &clipPlane,
|
|
float clipDistStart, int nInterval,
|
|
int nLoopStart, int nLoopEnd, int nLoopInc )
|
|
{
|
|
// Setup interval information.
|
|
float flInterval = static_cast<float>( nInterval );
|
|
float flOOInterval = 1.0f / flInterval;
|
|
|
|
// Holds the current set of clipped faces.
|
|
OverlayFragmentVector_t aClippedFragments;
|
|
|
|
for ( int iInterval = nLoopStart; iInterval < nLoopEnd; iInterval += nLoopInc )
|
|
{
|
|
// Copy the current list to clipped face list.
|
|
aClippedFragments.CopyArray( aDispFragments.Base(), aDispFragments.Count() );
|
|
aDispFragments.Purge();
|
|
|
|
// Clip in V.
|
|
int nFragCount = aClippedFragments.Count();
|
|
for ( int iFrag = 0; iFrag < nFragCount; iFrag++ )
|
|
{
|
|
moverlayfragment_t *pClipFrag = aClippedFragments[iFrag];
|
|
if ( pClipFrag )
|
|
{
|
|
moverlayfragment_t *pFront = NULL, *pBack = NULL;
|
|
|
|
clipPlane.dist = clipDistStart * ( ( float )iInterval * flOOInterval );
|
|
DoClipFragment( pClipFrag, &clipPlane, &pFront, &pBack );
|
|
DestroyTempFragment( pClipFrag );
|
|
pClipFrag = NULL;
|
|
|
|
if ( pFront )
|
|
{
|
|
aDispFragments.AddToTail( pFront );
|
|
}
|
|
|
|
if ( pBack )
|
|
{
|
|
aDispFragments.AddToTail( pBack );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void COverlayMgr::InitTexCoords( moverlay_t *pOverlay, moverlayfragment_t &overlayFrag )
|
|
{
|
|
// Overlay texture coordinates.
|
|
overlayFrag.m_aPrimVerts[0].texCoord[0].Init( pOverlay->m_flU[0], pOverlay->m_flV[0] );
|
|
overlayFrag.m_aPrimVerts[1].texCoord[0].Init( pOverlay->m_flU[0], pOverlay->m_flV[1] );
|
|
overlayFrag.m_aPrimVerts[2].texCoord[0].Init( pOverlay->m_flU[1], pOverlay->m_flV[1] );
|
|
overlayFrag.m_aPrimVerts[3].texCoord[0].Init( pOverlay->m_flU[1], pOverlay->m_flV[0] );
|
|
|
|
overlayFrag.m_aPrimVerts[0].texCoord[1].Init( 0, 0 );
|
|
overlayFrag.m_aPrimVerts[1].texCoord[1].Init( 0, 1 );
|
|
overlayFrag.m_aPrimVerts[2].texCoord[1].Init( 1, 1 );
|
|
overlayFrag.m_aPrimVerts[3].texCoord[1].Init( 1, 0 );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void COverlayMgr::DoClipFragment( moverlayfragment_t *pFragment, cplane_t *pClipPlane,
|
|
moverlayfragment_t **ppFront, moverlayfragment_t **ppBack )
|
|
{
|
|
const float OVERLAY_EPSILON = 0.0001f;
|
|
|
|
// Verify.
|
|
if ( !pFragment )
|
|
return;
|
|
|
|
float flDists[128] = {};
|
|
int nSides[128] = {};
|
|
int nSideCounts[3] = {};
|
|
|
|
//
|
|
// Determine "sidedness" of all the polygon points.
|
|
//
|
|
nSideCounts[0] = nSideCounts[1] = nSideCounts[2] = 0;
|
|
int iVert = 0;
|
|
for ( ; iVert < pFragment->m_aPrimVerts.Count(); ++iVert )
|
|
{
|
|
flDists[iVert] = pClipPlane->normal.Dot( pFragment->m_aPrimVerts[iVert].pos ) - pClipPlane->dist;
|
|
|
|
if ( flDists[iVert] > OVERLAY_EPSILON )
|
|
{
|
|
nSides[iVert] = SIDE_FRONT;
|
|
}
|
|
else if ( flDists[iVert] < -OVERLAY_EPSILON )
|
|
{
|
|
nSides[iVert] = SIDE_BACK;
|
|
}
|
|
else
|
|
{
|
|
nSides[iVert] = SIDE_ON;
|
|
}
|
|
|
|
nSideCounts[nSides[iVert]]++;
|
|
}
|
|
|
|
// Wrap around (close the polygon).
|
|
nSides[iVert] = nSides[0];
|
|
flDists[iVert] = flDists[0];
|
|
|
|
// All points in back - no split (copy face to back).
|
|
if( !nSideCounts[SIDE_FRONT] )
|
|
{
|
|
*ppBack = CopyTempFragment( pFragment );
|
|
return;
|
|
}
|
|
|
|
// All points in front - no split (copy face to front).
|
|
if( !nSideCounts[SIDE_BACK] )
|
|
{
|
|
*ppFront = CopyTempFragment( pFragment );
|
|
return;
|
|
}
|
|
|
|
// Build new front and back faces.
|
|
// NOTE: Gotta create them first
|
|
moverlayfragment_t *pFront = CreateTempFragment( 0 );
|
|
moverlayfragment_t *pBack = CreateTempFragment( 0 );
|
|
if ( !pFront || !pBack )
|
|
{
|
|
DestroyTempFragment( pFront );
|
|
DestroyTempFragment( pBack );
|
|
return;
|
|
}
|
|
|
|
MEM_ALLOC_CREDIT();
|
|
|
|
int nVertCount = pFragment->m_aPrimVerts.Count();
|
|
for ( iVert = 0; iVert < nVertCount; ++iVert )
|
|
{
|
|
// "On" clip plane.
|
|
if ( nSides[iVert] == SIDE_ON )
|
|
{
|
|
pFront->m_aPrimVerts.AddToTail( pFragment->m_aPrimVerts[iVert] );
|
|
pBack->m_aPrimVerts.AddToTail( pFragment->m_aPrimVerts[iVert] );
|
|
continue;
|
|
}
|
|
|
|
// "In back" of clip plane.
|
|
if ( nSides[iVert] == SIDE_BACK )
|
|
{
|
|
pBack->m_aPrimVerts.AddToTail( pFragment->m_aPrimVerts[iVert] );
|
|
}
|
|
|
|
// "In front" of clip plane.
|
|
if ( nSides[iVert] == SIDE_FRONT )
|
|
{
|
|
pFront->m_aPrimVerts.AddToTail( pFragment->m_aPrimVerts[iVert] );
|
|
}
|
|
|
|
if ( nSides[iVert+1] == SIDE_ON || nSides[iVert+1] == nSides[iVert] )
|
|
continue;
|
|
|
|
// Split!
|
|
float fraction = flDists[iVert] / ( flDists[iVert] - flDists[iVert+1] );
|
|
|
|
overlayvert_t vert;
|
|
vert.pos = pFragment->m_aPrimVerts[iVert].pos + fraction * ( pFragment->m_aPrimVerts[(iVert+1)%nVertCount].pos -
|
|
pFragment->m_aPrimVerts[iVert].pos );
|
|
for ( int iTexCoord=0; iTexCoord < NUM_OVERLAY_TEXCOORDS; iTexCoord++ )
|
|
{
|
|
vert.texCoord[iTexCoord][0] = pFragment->m_aPrimVerts[iVert].texCoord[iTexCoord][0] + fraction * ( pFragment->m_aPrimVerts[(iVert+1)%nVertCount].texCoord[iTexCoord][0] -
|
|
pFragment->m_aPrimVerts[iVert].texCoord[iTexCoord][0] );
|
|
vert.texCoord[iTexCoord][1] = pFragment->m_aPrimVerts[iVert].texCoord[iTexCoord][1] + fraction * ( pFragment->m_aPrimVerts[(iVert+1)%nVertCount].texCoord[iTexCoord][1] -
|
|
pFragment->m_aPrimVerts[iVert].texCoord[iTexCoord][1] );
|
|
}
|
|
|
|
pFront->m_aPrimVerts.AddToTail( vert );
|
|
pBack->m_aPrimVerts.AddToTail( vert );
|
|
}
|
|
|
|
*ppFront = pFront;
|
|
*ppBack = pBack;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Copies a fragment into the main fragment list
|
|
//-----------------------------------------------------------------------------
|
|
OverlayFragmentHandle_t COverlayMgr::AddFragmentToFragmentList( int nSize )
|
|
{
|
|
MEM_ALLOC_CREDIT();
|
|
|
|
// Add to list of fragments.
|
|
int iFragment = m_aFragments.Alloc( true );
|
|
|
|
moverlayfragment_t &frag = m_aFragments[iFragment];
|
|
|
|
frag.m_SurfId = SURFACE_HANDLE_INVALID;
|
|
frag.m_iOverlay = -1;
|
|
frag.m_nRenderFrameID = -1;
|
|
frag.m_nMaterialSortID = 0xFFFF;
|
|
frag.m_hNextRender = OVERLAY_FRAGMENT_INVALID;
|
|
|
|
if ( nSize > 0 )
|
|
{
|
|
frag.m_aPrimVerts.SetSize( nSize );
|
|
}
|
|
|
|
return iFragment;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Copies a fragment into the main fragment list
|
|
//-----------------------------------------------------------------------------
|
|
OverlayFragmentHandle_t COverlayMgr::AddFragmentToFragmentList( moverlayfragment_t *pSrc )
|
|
{
|
|
MEM_ALLOC_CREDIT();
|
|
|
|
// Add to list of fragments.
|
|
int iFragment = m_aFragments.Alloc( true );
|
|
|
|
moverlayfragment_t &frag = m_aFragments[iFragment];
|
|
|
|
frag.m_SurfId = pSrc->m_SurfId;
|
|
frag.m_iOverlay = pSrc->m_iOverlay;
|
|
frag.m_aPrimVerts.CopyArray( pSrc->m_aPrimVerts.Base(), pSrc->m_aPrimVerts.Count() );
|
|
|
|
return iFragment;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Temp fragments for clipping algorithms
|
|
//-----------------------------------------------------------------------------
|
|
moverlayfragment_t *COverlayMgr::CreateTempFragment( int nSize )
|
|
{
|
|
MEM_ALLOC_CREDIT();
|
|
moverlayfragment_t *pDst = new moverlayfragment_t;
|
|
if ( pDst )
|
|
{
|
|
pDst->m_SurfId = SURFACE_HANDLE_INVALID;
|
|
pDst->m_iOverlay = -1;
|
|
if ( nSize > 0 )
|
|
{
|
|
pDst->m_aPrimVerts.SetSize( nSize );
|
|
}
|
|
}
|
|
|
|
return pDst;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Temp fragments for clipping algorithms
|
|
//-----------------------------------------------------------------------------
|
|
moverlayfragment_t *COverlayMgr::CopyTempFragment( moverlayfragment_t *pSrc )
|
|
{
|
|
MEM_ALLOC_CREDIT();
|
|
moverlayfragment_t *pDst = new moverlayfragment_t;
|
|
if ( pDst )
|
|
{
|
|
pDst->m_SurfId = pSrc->m_SurfId;
|
|
pDst->m_iOverlay = pSrc->m_iOverlay;
|
|
pDst->m_aPrimVerts.CopyArray( pSrc->m_aPrimVerts.Base(), pSrc->m_aPrimVerts.Count() );
|
|
}
|
|
|
|
return pDst;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Temp fragments for clipping algorithms
|
|
//-----------------------------------------------------------------------------
|
|
void COverlayMgr::DestroyTempFragment( moverlayfragment_t *pFragment )
|
|
{
|
|
if ( pFragment )
|
|
{
|
|
delete pFragment;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void COverlayMgr::BuildClipPlanes( SurfaceHandle_t surfID, moverlayfragment_t &surfaceFrag,
|
|
const Vector &vecBasisNormal,
|
|
CUtlVector<cplane_t> &m_ClipPlanes )
|
|
{
|
|
int nVertCount = surfaceFrag.m_aPrimVerts.Count();
|
|
for ( int iVert = 0; iVert < nVertCount; ++iVert )
|
|
{
|
|
Vector vecEdge;
|
|
vecEdge = surfaceFrag.m_aPrimVerts[(iVert+1)%nVertCount].pos - surfaceFrag.m_aPrimVerts[iVert].pos;
|
|
VectorNormalize( vecEdge );
|
|
|
|
int iPlane = m_ClipPlanes.AddToTail();
|
|
cplane_t *pPlane = &m_ClipPlanes[iPlane];
|
|
|
|
pPlane->normal = vecBasisNormal.Cross( vecEdge );
|
|
pPlane->dist = pPlane->normal.Dot( surfaceFrag.m_aPrimVerts[iVert].pos );
|
|
pPlane->type = 3;
|
|
|
|
// Check normal facing.
|
|
float flDistance = pPlane->normal.Dot( surfaceFrag.m_aPrimVerts[(iVert+2)%nVertCount].pos ) - pPlane->dist;
|
|
if ( flDistance > 0.0 )
|
|
{
|
|
// Flip
|
|
pPlane->normal.Negate();
|
|
pPlane->dist = -pPlane->dist;
|
|
}
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// Code below this line will get moved out into common code!!!!!!!!!!!!!
|
|
//
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void Overlay_BuildBasisOrigin( Vector &vecBasisOrigin, SurfaceHandle_t surfID )
|
|
{
|
|
cplane_t surfacePlane = MSurf_Plane( surfID );
|
|
VectorNormalize( surfacePlane.normal );
|
|
|
|
// Get the distance from entity origin to face plane.
|
|
float flDist = surfacePlane.normal.Dot( vecBasisOrigin ) - surfacePlane.dist;
|
|
|
|
// Move the basis origin to the position of the entity projected into the face plane.
|
|
vecBasisOrigin = vecBasisOrigin - ( flDist * surfacePlane.normal );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool Overlay_IsBasisFlipped( int *pFlip, int iAxis, int iComponent )
|
|
{
|
|
if ( iAxis < 0 || iAxis > 2 || iComponent < 0 || iComponent > 2 )
|
|
return false;
|
|
|
|
int nValue = ( 1 << iComponent );
|
|
return ( ( pFlip[iAxis] & nValue ) != 0 );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void Overlay_BuildBasis( const Vector &vecBasisNormal, Vector &vecBasisU, Vector &vecBasisV, bool bFlip )
|
|
{
|
|
// Verify incoming data.
|
|
Assert( vecBasisNormal.IsValid() );
|
|
if ( !vecBasisNormal.IsValid() )
|
|
return;
|
|
|
|
vecBasisV = vecBasisNormal.Cross( vecBasisU );
|
|
|
|
if ( bFlip )
|
|
{
|
|
vecBasisV.Negate();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void Overlay_TriTLToBR(
|
|
CDispInfo *pDisp,
|
|
CMeshReader *pReader,
|
|
Vector &vecWorld,
|
|
float flU,
|
|
float flV,
|
|
int nWidth,
|
|
const Vector &vecIntersectPoint )
|
|
{
|
|
const float TRIEDGE_EPSILON = 0.000001f;
|
|
|
|
int nHeight = nWidth;
|
|
|
|
int nSnapU = static_cast<int>( flU );
|
|
int nSnapV = static_cast<int>( flV );
|
|
int nNextU = nSnapU + 1;
|
|
int nNextV = nSnapV + 1;
|
|
if ( nNextU == nWidth) { --nNextU; }
|
|
if ( nNextV == nHeight ) { --nNextV; }
|
|
|
|
float flFracU = flU - static_cast<float>( nSnapU );
|
|
float flFracV = flV - static_cast<float>( nSnapV );
|
|
|
|
Vector vecVerts[3], vecFlatVerts[3];
|
|
if( ( flFracU + flFracV ) >= ( 1.0f + TRIEDGE_EPSILON ) )
|
|
{
|
|
int nIndices[3];
|
|
nIndices[0] = nNextV * nWidth + nSnapU;
|
|
nIndices[1] = nNextV * nWidth + nNextU;
|
|
nIndices[2] = nSnapV * nWidth + nNextU;
|
|
|
|
for( int iVert = 0; iVert < 3; ++iVert )
|
|
{
|
|
vecVerts[iVert] = GetOverlayPos( pReader, nIndices[iVert] );
|
|
vecFlatVerts[iVert] = pDisp->GetFlatVert( nIndices[iVert] );
|
|
}
|
|
|
|
if ( nSnapU == nNextU )
|
|
{
|
|
if ( nSnapV == nNextV )
|
|
{
|
|
vecWorld = vecVerts[0];
|
|
}
|
|
else
|
|
{
|
|
float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length();
|
|
vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) );
|
|
}
|
|
}
|
|
else if ( nSnapV == nNextV )
|
|
{
|
|
if ( nSnapU == nNextU )
|
|
{
|
|
vecWorld = vecVerts[0];
|
|
}
|
|
else
|
|
{
|
|
float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length();
|
|
vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
float flCfs[3];
|
|
if ( CalcBarycentricCooefs( vecFlatVerts[0], vecFlatVerts[1], vecFlatVerts[2], vecIntersectPoint, flCfs[0], flCfs[1], flCfs[2] ) )
|
|
{
|
|
vecWorld = ( vecVerts[0] * flCfs[0] ) + ( vecVerts[1] * flCfs[1] ) + ( vecVerts[2] * flCfs[2] );
|
|
}
|
|
else
|
|
{
|
|
nIndices[0] = nSnapV * nWidth + nSnapU;
|
|
nIndices[1] = nNextV * nWidth + nSnapU;
|
|
nIndices[2] = nSnapV * nWidth + nNextU;
|
|
|
|
for( int iVert = 0; iVert < 3; ++iVert )
|
|
{
|
|
vecVerts[iVert] = GetOverlayPos( pReader, nIndices[iVert] );
|
|
vecFlatVerts[iVert] = pDisp->GetFlatVert( nIndices[iVert] );
|
|
}
|
|
|
|
if ( nSnapU == nNextU )
|
|
{
|
|
if ( nSnapV == nNextV )
|
|
{
|
|
vecWorld = vecVerts[0];
|
|
}
|
|
else
|
|
{
|
|
float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[1] - vecFlatVerts[0] ).Length();
|
|
vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[1] - vecVerts[0] ) );
|
|
}
|
|
}
|
|
else if ( nSnapV == nNextV )
|
|
{
|
|
if ( nSnapU == nNextU )
|
|
{
|
|
vecWorld = vecVerts[0];
|
|
}
|
|
else
|
|
{
|
|
float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length();
|
|
vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CalcBarycentricCooefs( vecFlatVerts[0], vecFlatVerts[1], vecFlatVerts[2], vecIntersectPoint, flCfs[0], flCfs[1], flCfs[2] );
|
|
vecWorld = ( vecVerts[0] * flCfs[0] ) + ( vecVerts[1] * flCfs[1] ) + ( vecVerts[2] * flCfs[2] );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int nIndices[3];
|
|
nIndices[0] = nSnapV * nWidth + nSnapU;
|
|
nIndices[1] = nNextV * nWidth + nSnapU;
|
|
nIndices[2] = nSnapV * nWidth + nNextU;
|
|
|
|
for( int iVert = 0; iVert < 3; ++iVert )
|
|
{
|
|
vecVerts[iVert] = GetOverlayPos( pReader, nIndices[iVert] );
|
|
vecFlatVerts[iVert] = pDisp->GetFlatVert( nIndices[iVert] );
|
|
}
|
|
|
|
if ( nSnapU == nNextU )
|
|
{
|
|
if ( nSnapV == nNextV )
|
|
{
|
|
vecWorld = vecVerts[0];
|
|
}
|
|
else
|
|
{
|
|
float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[1] - vecFlatVerts[0] ).Length();
|
|
vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[1] - vecVerts[0] ) );
|
|
}
|
|
}
|
|
else if ( nSnapV == nNextV )
|
|
{
|
|
if ( nSnapU == nNextU )
|
|
{
|
|
vecWorld = vecVerts[0];
|
|
}
|
|
else
|
|
{
|
|
float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length();
|
|
vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
float flCfs[3];
|
|
if ( CalcBarycentricCooefs( vecFlatVerts[0], vecFlatVerts[1], vecFlatVerts[2], vecIntersectPoint, flCfs[0], flCfs[1], flCfs[2] ) )
|
|
{
|
|
vecWorld = ( vecVerts[0] * flCfs[0] ) + ( vecVerts[1] * flCfs[1] ) + ( vecVerts[2] * flCfs[2] );
|
|
}
|
|
else
|
|
{
|
|
nIndices[0] = nNextV * nWidth + nSnapU;
|
|
nIndices[1] = nNextV * nWidth + nNextU;
|
|
nIndices[2] = nSnapV * nWidth + nNextU;
|
|
|
|
for( int iVert = 0; iVert < 3; ++iVert )
|
|
{
|
|
vecVerts[iVert] = GetOverlayPos( pReader, nIndices[iVert] );
|
|
vecFlatVerts[iVert] = pDisp->GetFlatVert( nIndices[iVert] );
|
|
}
|
|
|
|
if ( nSnapU == nNextU )
|
|
{
|
|
if ( nSnapV == nNextV )
|
|
{
|
|
vecWorld = vecVerts[0];
|
|
}
|
|
else
|
|
{
|
|
float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length();
|
|
vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) );
|
|
}
|
|
}
|
|
else if ( nSnapV == nNextV )
|
|
{
|
|
if ( nSnapU == nNextU )
|
|
{
|
|
vecWorld = vecVerts[0];
|
|
}
|
|
else
|
|
{
|
|
float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length();
|
|
vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CalcBarycentricCooefs( vecFlatVerts[0], vecFlatVerts[1], vecFlatVerts[2], vecIntersectPoint, flCfs[0], flCfs[1], flCfs[2] );
|
|
vecWorld = ( vecVerts[0] * flCfs[0] ) + ( vecVerts[1] * flCfs[1] ) + ( vecVerts[2] * flCfs[2] );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void Overlay_TriBLToTR(
|
|
CDispInfo *pDisp,
|
|
CMeshReader *pReader,
|
|
Vector &vecWorld,
|
|
float flU,
|
|
float flV,
|
|
int nWidth,
|
|
const Vector &vecIntersectPoint )
|
|
{
|
|
int nHeight = nWidth;
|
|
|
|
int nSnapU = static_cast<int>( flU );
|
|
int nSnapV = static_cast<int>( flV );
|
|
int nNextU = nSnapU + 1;
|
|
int nNextV = nSnapV + 1;
|
|
if ( nNextU == nWidth) { --nNextU; }
|
|
if ( nNextV == nHeight ) { --nNextV; }
|
|
|
|
float flFracU = flU - static_cast<float>( nSnapU );
|
|
float flFracV = flV - static_cast<float>( nSnapV );
|
|
|
|
// The fractions are not correct all the time - but they are a good first guess!
|
|
Vector vecVerts[3], vecFlatVerts[3];
|
|
if( flFracU < flFracV )
|
|
{
|
|
int nIndices[3];
|
|
nIndices[0] = nSnapV * nWidth + nSnapU;
|
|
nIndices[1] = nNextV * nWidth + nSnapU;
|
|
nIndices[2] = nNextV * nWidth + nNextU;
|
|
|
|
for( int iVert = 0; iVert < 3; ++iVert )
|
|
{
|
|
vecVerts[iVert] = GetOverlayPos( pReader, nIndices[iVert] );
|
|
vecFlatVerts[iVert] = pDisp->GetFlatVert( nIndices[iVert] );
|
|
}
|
|
|
|
if ( nSnapU == nNextU )
|
|
{
|
|
if ( nSnapV == nNextV )
|
|
{
|
|
vecWorld = vecVerts[0];
|
|
}
|
|
else
|
|
{
|
|
float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length();
|
|
vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) );
|
|
}
|
|
}
|
|
else if ( nSnapV == nNextV )
|
|
{
|
|
if ( nSnapU == nNextU )
|
|
{
|
|
vecWorld = vecVerts[0];
|
|
}
|
|
else
|
|
{
|
|
float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length();
|
|
vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
float flCfs[3];
|
|
if ( CalcBarycentricCooefs( vecFlatVerts[0], vecFlatVerts[1], vecFlatVerts[2], vecIntersectPoint, flCfs[0], flCfs[1], flCfs[2] ) )
|
|
{
|
|
vecWorld = ( vecVerts[0] * flCfs[0] ) + ( vecVerts[1] * flCfs[1] ) + ( vecVerts[2] * flCfs[2] );
|
|
}
|
|
else
|
|
{
|
|
nIndices[0] = nSnapV * nWidth + nSnapU;
|
|
nIndices[1] = nNextV * nWidth + nNextU;
|
|
nIndices[2] = nSnapV * nWidth + nNextU;
|
|
|
|
for( int iVert = 0; iVert < 3; ++iVert )
|
|
{
|
|
vecVerts[iVert] = GetOverlayPos( pReader, nIndices[iVert] );
|
|
vecFlatVerts[iVert] = pDisp->GetFlatVert( nIndices[iVert] );
|
|
}
|
|
|
|
if ( nSnapU == nNextU )
|
|
{
|
|
if ( nSnapV == nNextV )
|
|
{
|
|
vecWorld = vecVerts[0];
|
|
}
|
|
else
|
|
{
|
|
float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[1] - vecFlatVerts[0] ).Length();
|
|
vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[1] - vecVerts[0] ) );
|
|
}
|
|
}
|
|
else if ( nSnapV == nNextV )
|
|
{
|
|
if ( nSnapU == nNextU )
|
|
{
|
|
vecWorld = vecVerts[0];
|
|
}
|
|
else
|
|
{
|
|
float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length();
|
|
vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CalcBarycentricCooefs( vecFlatVerts[0], vecFlatVerts[1], vecFlatVerts[2], vecIntersectPoint, flCfs[0], flCfs[1], flCfs[2] );
|
|
vecWorld = ( vecVerts[0] * flCfs[0] ) + ( vecVerts[1] * flCfs[1] ) + ( vecVerts[2] * flCfs[2] );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int nIndices[3];
|
|
nIndices[0] = nSnapV * nWidth + nSnapU;
|
|
nIndices[1] = nNextV * nWidth + nNextU;
|
|
nIndices[2] = nSnapV * nWidth + nNextU;
|
|
|
|
for( int iVert = 0; iVert < 3; ++iVert )
|
|
{
|
|
vecVerts[iVert] = GetOverlayPos( pReader, nIndices[iVert] );
|
|
vecFlatVerts[iVert] = pDisp->GetFlatVert( nIndices[iVert] );
|
|
}
|
|
|
|
if ( nSnapU == nNextU )
|
|
{
|
|
if ( nSnapV == nNextV )
|
|
{
|
|
vecWorld = vecVerts[0];
|
|
}
|
|
else
|
|
{
|
|
float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[1] - vecFlatVerts[0] ).Length();
|
|
vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[1] - vecVerts[0] ) );
|
|
}
|
|
}
|
|
else if ( nSnapV == nNextV )
|
|
{
|
|
if ( nSnapU == nNextU )
|
|
{
|
|
vecWorld = vecVerts[0];
|
|
}
|
|
else
|
|
{
|
|
float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length();
|
|
vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
float flCfs[3];
|
|
if ( CalcBarycentricCooefs( vecFlatVerts[0], vecFlatVerts[1], vecFlatVerts[2], vecIntersectPoint, flCfs[0], flCfs[1], flCfs[2] ) )
|
|
{
|
|
vecWorld = ( vecVerts[0] * flCfs[0] ) + ( vecVerts[1] * flCfs[1] ) + ( vecVerts[2] * flCfs[2] );
|
|
}
|
|
else
|
|
{
|
|
nIndices[0] = nSnapV * nWidth + nSnapU;
|
|
nIndices[1] = nNextV * nWidth + nSnapU;
|
|
nIndices[2] = nNextV * nWidth + nNextU;
|
|
|
|
for( int iVert = 0; iVert < 3; ++iVert )
|
|
{
|
|
vecVerts[iVert] = GetOverlayPos( pReader, nIndices[iVert] );
|
|
vecFlatVerts[iVert] = pDisp->GetFlatVert( nIndices[iVert] );
|
|
}
|
|
|
|
if ( nSnapU == nNextU )
|
|
{
|
|
if ( nSnapV == nNextV )
|
|
{
|
|
vecWorld = vecVerts[0];
|
|
}
|
|
else
|
|
{
|
|
float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length();
|
|
vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) );
|
|
}
|
|
}
|
|
else if ( nSnapV == nNextV )
|
|
{
|
|
if ( nSnapU == nNextU )
|
|
{
|
|
vecWorld = vecVerts[0];
|
|
}
|
|
else
|
|
{
|
|
float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length();
|
|
vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CalcBarycentricCooefs( vecFlatVerts[0], vecFlatVerts[1], vecFlatVerts[2], vecIntersectPoint, flCfs[0], flCfs[1], flCfs[2] );
|
|
vecWorld = ( vecVerts[0] * flCfs[0] ) + ( vecVerts[1] * flCfs[1] ) + ( vecVerts[2] * flCfs[2] );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void Overlay_DispUVToWorld( CDispInfo *pDisp, CMeshReader *pReader, const Vector2D &vecUV, Vector &vecWorld, moverlayfragment_t &surfaceFrag )
|
|
{
|
|
// Get the displacement power.
|
|
const CPowerInfo *pPowerInfo = pDisp->GetPowerInfo();
|
|
int nWidth = ( ( 1 << pPowerInfo->GetPower() ) + 1 );
|
|
int nHeight = nWidth;
|
|
|
|
Vector vecIntersectPoint;
|
|
PointInQuadFromBarycentric( surfaceFrag.m_aPrimVerts[(0+pDisp->m_iPointStart)%4].pos,
|
|
surfaceFrag.m_aPrimVerts[(3+pDisp->m_iPointStart)%4].pos,
|
|
surfaceFrag.m_aPrimVerts[(2+pDisp->m_iPointStart)%4].pos,
|
|
surfaceFrag.m_aPrimVerts[(1+pDisp->m_iPointStart)%4].pos,
|
|
vecUV, vecIntersectPoint );
|
|
|
|
// Scale the U, V coordinates to the displacement grid size.
|
|
float flU = vecUV.x * static_cast<float>( nWidth - 1.000001f );
|
|
float flV = vecUV.y * static_cast<float>( nHeight - 1.000001f );
|
|
|
|
// Find the base U, V.
|
|
int nSnapU = static_cast<int>( flU );
|
|
int nSnapV = static_cast<int>( flV );
|
|
|
|
// Use this to get the triangle orientation.
|
|
bool bOdd = ( ( ( nSnapV * nWidth ) + nSnapU ) % 2 == 1 );
|
|
|
|
// Top Left to Bottom Right
|
|
if( bOdd )
|
|
{
|
|
Overlay_TriTLToBR( pDisp, pReader, vecWorld, flU, flV, nWidth, vecIntersectPoint );
|
|
}
|
|
// Bottom Left to Top Right
|
|
else
|
|
{
|
|
Overlay_TriBLToTR( pDisp, pReader, vecWorld, flU, flV, nWidth, vecIntersectPoint );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void Overlay_OverlayUVToOverlayPlane( const Vector &vecBasisOrigin, const Vector &vecBasisU,
|
|
const Vector &vecBasisV, const Vector &vecUVPoint,
|
|
Vector &vecPlanePoint )
|
|
{
|
|
vecPlanePoint = ( vecUVPoint.x * vecBasisU ) + ( vecUVPoint.y * vecBasisV );
|
|
vecPlanePoint += vecBasisOrigin;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void Overlay_WorldToOverlayPlane( const Vector &vecBasisOrigin, const Vector &vecBasisNormal,
|
|
const Vector &vecWorldPoint, Vector &vecPlanePoint )
|
|
{
|
|
Vector vecDelta = vecWorldPoint - vecBasisOrigin;
|
|
float flDistance = vecBasisNormal.Dot( vecDelta );
|
|
vecPlanePoint = vecWorldPoint - ( flDistance * vecBasisNormal );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void Overlay_OverlayPlaneToWorld( const Vector &vecBasisNormal, SurfaceHandle_t surfID,
|
|
const Vector &vecPlanePoint, Vector &vecWorldPoint )
|
|
{
|
|
cplane_t surfacePlane = MSurf_Plane( surfID );
|
|
VectorNormalize( surfacePlane.normal );
|
|
float flDistanceToSurface = surfacePlane.normal.Dot( vecPlanePoint ) - surfacePlane.dist;
|
|
|
|
float flDenom = surfacePlane.normal.Dot( vecBasisNormal );
|
|
float flDistance;
|
|
if( flDenom != 0.0f )
|
|
{
|
|
flDistance = ( 1.0f / flDenom ) * flDistanceToSurface;
|
|
}
|
|
else
|
|
{
|
|
flDistance = flDistanceToSurface;
|
|
}
|
|
|
|
vecWorldPoint = vecPlanePoint - ( vecBasisNormal * flDistance );
|
|
}
|