167 lines
5.4 KiB
C++
167 lines
5.4 KiB
C++
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//
|
||
|
//===========================================================================//
|
||
|
|
||
|
#include "studiorendercontext.h"
|
||
|
#include "optimize.h"
|
||
|
#include "tier0/vprof.h"
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
void CStudioRenderContext::GetTriangles( const DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, GetTriangles_Output_t &out )
|
||
|
{
|
||
|
VPROF( "CStudioRender::GetTriangles");
|
||
|
|
||
|
out.m_MaterialBatches.RemoveAll(); // clear out data.
|
||
|
|
||
|
if( !info.m_pStudioHdr || !info.m_pHardwareData ||
|
||
|
!info.m_pHardwareData->m_NumLODs || !info.m_pHardwareData->m_pLODs )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int lod = info.m_Lod;
|
||
|
int lastlod = info.m_pHardwareData->m_NumLODs - 1;
|
||
|
|
||
|
if ( lod == USESHADOWLOD )
|
||
|
{
|
||
|
lod = lastlod;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
lod = clamp( lod, 0, lastlod );
|
||
|
}
|
||
|
|
||
|
// clamp to root lod
|
||
|
if ( lod < info.m_pHardwareData->m_RootLOD)
|
||
|
{
|
||
|
lod = info.m_pHardwareData->m_RootLOD;
|
||
|
}
|
||
|
|
||
|
int nSkin = info.m_Skin;
|
||
|
if ( nSkin >= info.m_pStudioHdr->numskinfamilies )
|
||
|
{
|
||
|
nSkin = 0;
|
||
|
}
|
||
|
short *pSkinRef = info.m_pStudioHdr->pSkinref( nSkin * info.m_pStudioHdr->numskinref );
|
||
|
|
||
|
studiomeshdata_t *pStudioMeshes = info.m_pHardwareData->m_pLODs[lod].m_pMeshData;
|
||
|
IMaterial **ppMaterials = info.m_pHardwareData->m_pLODs[lod].ppMaterials;
|
||
|
|
||
|
// Bone to world must be set before calling this function; it uses it here
|
||
|
int boneMask = BONE_USED_BY_VERTEX_AT_LOD(lod);
|
||
|
ComputePoseToWorld( out.m_PoseToWorld, info.m_pStudioHdr, boneMask, m_RC.m_ViewOrigin, pBoneToWorld );
|
||
|
|
||
|
int i;
|
||
|
for (i=0 ; i < info.m_pStudioHdr->numbodyparts ; i++)
|
||
|
{
|
||
|
mstudiomodel_t *pModel = NULL;
|
||
|
R_StudioSetupModel( i, info.m_Body, &pModel, info.m_pStudioHdr );
|
||
|
|
||
|
// Iterate over all the meshes.... each mesh is a new material
|
||
|
int k;
|
||
|
for ( k = 0; k < pModel->nummeshes; ++k )
|
||
|
{
|
||
|
GetTriangles_MaterialBatch_t &materialBatch = out.m_MaterialBatches[out.m_MaterialBatches.AddToTail()];
|
||
|
mstudiomesh_t *pMesh = pModel->pMesh(k);
|
||
|
|
||
|
if ( !pModel->CacheVertexData( info.m_pStudioHdr ) )
|
||
|
{
|
||
|
// not available yet
|
||
|
continue;
|
||
|
}
|
||
|
const mstudio_meshvertexdata_t *vertData = pMesh->GetVertexData( info.m_pStudioHdr );
|
||
|
Assert( vertData ); // This can only return NULL on X360 for now
|
||
|
|
||
|
// add the verts from this mesh to the materialBatch
|
||
|
materialBatch.m_Verts.SetCount( pMesh->numvertices );
|
||
|
for ( int vertID = 0; vertID < pMesh->numvertices; vertID++ )
|
||
|
{
|
||
|
GetTriangles_Vertex_t& vert = materialBatch.m_Verts[vertID];
|
||
|
|
||
|
vert.m_Position = *vertData->Position( vertID );
|
||
|
vert.m_Normal = *vertData->Normal( vertID );
|
||
|
vert.m_TexCoord = *vertData->Texcoord( vertID );
|
||
|
|
||
|
if (vertData->HasTangentData())
|
||
|
{
|
||
|
vert.m_TangentS = *vertData->TangentS( vertID );
|
||
|
}
|
||
|
#if _DEBUG
|
||
|
else
|
||
|
{
|
||
|
// ensure any unintended access faults
|
||
|
vert.m_TangentS.Init( VEC_T_NAN, VEC_T_NAN, VEC_T_NAN, VEC_T_NAN );
|
||
|
}
|
||
|
#endif
|
||
|
vert.m_NumBones = vertData->BoneWeights( vertID )->numbones;
|
||
|
int j;
|
||
|
for ( j = 0; j < vert.m_NumBones; j++ )
|
||
|
{
|
||
|
vert.m_BoneWeight[j] = vertData->BoneWeights( vertID )->weight[j];
|
||
|
vert.m_BoneIndex[j] = vertData->BoneWeights( vertID )->bone[j];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
IMaterial *pMaterial = ppMaterials[pSkinRef[pMesh->material]];
|
||
|
Assert( pMaterial );
|
||
|
materialBatch.m_pMaterial = pMaterial;
|
||
|
studiomeshdata_t *pMeshData = &pStudioMeshes[pMesh->meshid];
|
||
|
if ( pMeshData->m_NumGroup == 0 )
|
||
|
continue;
|
||
|
|
||
|
// Clear out indices
|
||
|
materialBatch.m_TriListIndices.SetCount( 0 );
|
||
|
|
||
|
// Iterate over all stripgroups
|
||
|
int stripGroupID;
|
||
|
for ( stripGroupID = 0; stripGroupID < pMeshData->m_NumGroup; stripGroupID++ )
|
||
|
{
|
||
|
studiomeshgroup_t *pMeshGroup = &pMeshData->m_pMeshGroup[stripGroupID];
|
||
|
// bool bIsFlexed = ( pMeshGroup->m_Flags & MESHGROUP_IS_FLEXED ) != 0;
|
||
|
// bool bIsHWSkinned = ( pMeshGroup->m_Flags & MESHGROUP_IS_HWSKINNED ) != 0;
|
||
|
|
||
|
// Iterate over all strips. . . each strip potentially changes bones states.
|
||
|
int stripID;
|
||
|
for ( stripID = 0; stripID < pMeshGroup->m_NumStrips; stripID++ )
|
||
|
{
|
||
|
OptimizedModel::StripHeader_t *pStripData = &pMeshGroup->m_pStripData[stripID];
|
||
|
// int boneID;
|
||
|
// for( boneID = 0; boneID < pStripData->numBoneStateChanges; boneID++ )
|
||
|
// {
|
||
|
// OptimizedModel::BoneStateChangeHeader_t *pBoneStateChange = pStripData->pBoneStateChange( boneID );
|
||
|
// hardwareBoneToGlobalBone[pBoneStateChange->hardwareID] = pBoneStateChange->newBoneID;
|
||
|
// }
|
||
|
if ( pStripData->flags & OptimizedModel::STRIP_IS_TRILIST )
|
||
|
{
|
||
|
for ( int i = 0; i < pStripData->numIndices; i += 3 )
|
||
|
{
|
||
|
int idx = pStripData->indexOffset + i;
|
||
|
materialBatch.m_TriListIndices.AddToTail( pMeshGroup->MeshIndex( idx ) );
|
||
|
materialBatch.m_TriListIndices.AddToTail( pMeshGroup->MeshIndex( idx + 1 ) );
|
||
|
materialBatch.m_TriListIndices.AddToTail( pMeshGroup->MeshIndex( idx + 2 ) );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Assert( pStripData->flags & OptimizedModel::STRIP_IS_TRISTRIP );
|
||
|
for (int i = 0; i < pStripData->numIndices - 2; ++i)
|
||
|
{
|
||
|
int idx = pStripData->indexOffset + i;
|
||
|
bool ccw = (i & 0x1) == 0;
|
||
|
materialBatch.m_TriListIndices.AddToTail( pMeshGroup->MeshIndex( idx ) );
|
||
|
materialBatch.m_TriListIndices.AddToTail( pMeshGroup->MeshIndex( idx + 1 + ccw ) );
|
||
|
materialBatch.m_TriListIndices.AddToTail( pMeshGroup->MeshIndex( idx + 2 - ccw ) );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|