//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //===========================================================================// #include "meshbase.h" #include "shaderapi_global.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // Helpers with VertexDesc_t... //----------------------------------------------------------------------------- // FIXME: add compression-agnostic read-accessors (which decompress and return by value, checking desc.m_CompressionType) inline Vector &Position( VertexDesc_t const &desc, int vert ) { return *(Vector*)((unsigned char*)desc.m_pPosition + vert * desc.m_VertexSize_Position ); } inline float Wrinkle( VertexDesc_t const &desc, int vert ) { return *(float*)((unsigned char*)desc.m_pWrinkle + vert * desc.m_VertexSize_Wrinkle ); } inline float *BoneWeight( VertexDesc_t const &desc, int vert ) { Assert( desc.m_CompressionType == VERTEX_COMPRESSION_NONE ); return (float*)((unsigned char*)desc.m_pBoneWeight + vert * desc.m_VertexSize_BoneWeight ); } inline unsigned char *BoneIndex( VertexDesc_t const &desc, int vert ) { return desc.m_pBoneMatrixIndex + vert * desc.m_VertexSize_BoneMatrixIndex; } inline Vector &Normal( VertexDesc_t const &desc, int vert ) { Assert( desc.m_CompressionType == VERTEX_COMPRESSION_NONE ); return *(Vector*)((unsigned char*)desc.m_pNormal + vert * desc.m_VertexSize_Normal ); } inline unsigned char *Color( VertexDesc_t const &desc, int vert ) { return desc.m_pColor + vert * desc.m_VertexSize_Color; } inline Vector2D &TexCoord( VertexDesc_t const &desc, int vert, int stage ) { return *(Vector2D*)((unsigned char*)desc.m_pTexCoord[stage] + vert * desc.m_VertexSize_TexCoord[stage] ); } inline Vector &TangentS( VertexDesc_t const &desc, int vert ) { return *(Vector*)((unsigned char*)desc.m_pTangentS + vert * desc.m_VertexSize_TangentS ); } inline Vector &TangentT( VertexDesc_t const &desc, int vert ) { return *(Vector*)((unsigned char*)desc.m_pTangentT + vert * desc.m_VertexSize_TangentT ); } //----------------------------------------------------------------------------- // // Vertex Buffer implementations begin here // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // constructor, destructor //----------------------------------------------------------------------------- CVertexBufferBase::CVertexBufferBase( const char *pBudgetGroupName ) { m_pBudgetGroupName = pBudgetGroupName; } CVertexBufferBase::~CVertexBufferBase() { } //----------------------------------------------------------------------------- // Displays the vertex format //----------------------------------------------------------------------------- void CVertexBufferBase::PrintVertexFormat( VertexFormat_t vertexFormat ) { VertexCompressionType_t compression = CompressionType( vertexFormat ); if( vertexFormat & VERTEX_POSITION ) { Msg( "VERTEX_POSITION|" ); } if( vertexFormat & VERTEX_NORMAL ) { // FIXME: genericise this stuff using VertexElement_t data tables (so funcs like 'just work' if we make compression changes) if ( compression == VERTEX_COMPRESSION_ON ) Msg( "VERTEX_NORMAL|" ); else Msg( "VERTEX_NORMAL[COMPRESSED]|" ); } if( vertexFormat & VERTEX_COLOR ) { Msg( "VERTEX_COLOR|" ); } if( vertexFormat & VERTEX_SPECULAR ) { Msg( "VERTEX_SPECULAR|" ); } if( vertexFormat & VERTEX_TANGENT_S ) { Msg( "VERTEX_TANGENT_S|" ); } if( vertexFormat & VERTEX_TANGENT_T ) { Msg( "VERTEX_TANGENT_T|" ); } if( vertexFormat & VERTEX_BONE_INDEX ) { Msg( "VERTEX_BONE_INDEX|" ); } if( vertexFormat & VERTEX_FORMAT_VERTEX_SHADER ) { Msg( "VERTEX_FORMAT_VERTEX_SHADER|" ); } if( NumBoneWeights( vertexFormat ) > 0 ) { Msg( "VERTEX_BONEWEIGHT(%d)%s|", NumBoneWeights( vertexFormat ), ( compression ? "[COMPRESSED]" : "" ) ); } if( UserDataSize( vertexFormat ) > 0 ) { Msg( "VERTEX_USERDATA_SIZE(%d)|", UserDataSize( vertexFormat ) ); } int i; for( i = 0; i < VERTEX_MAX_TEXTURE_COORDINATES; i++ ) { int nDim = TexCoordSize( i, vertexFormat ); if ( nDim == 0 ) continue; Msg( "VERTEX_TEXCOORD_SIZE(%d,%d)", i, nDim ); } Msg( "\n" ); } //----------------------------------------------------------------------------- // Used to construct vertex data //----------------------------------------------------------------------------- void CVertexBufferBase::ComputeVertexDescription( unsigned char *pBuffer, VertexFormat_t vertexFormat, VertexDesc_t &desc ) { ComputeVertexDesc( pBuffer, vertexFormat, desc ); } //----------------------------------------------------------------------------- // Returns the vertex format size //----------------------------------------------------------------------------- int CVertexBufferBase::VertexFormatSize( VertexFormat_t vertexFormat ) { // FIXME: We could make this much faster MeshDesc_t temp; ComputeVertexDescription( 0, vertexFormat, temp ); return temp.m_ActualVertexSize; } //----------------------------------------------------------------------------- // Spews the mesh data //----------------------------------------------------------------------------- void CVertexBufferBase::Spew( int nVertexCount, const VertexDesc_t &desc ) { LOCK_SHADERAPI(); char pTempBuf[1024]; Q_snprintf( pTempBuf, sizeof(pTempBuf), "\nVerts %d (First %d, Offset %d) :\n", nVertexCount, desc.m_nFirstVertex, desc.m_nOffset ); Warning( "%s", pTempBuf ); Assert( ( desc.m_NumBoneWeights == 2 ) || ( desc.m_NumBoneWeights == 0 ) ); int nLen = 0; int nBoneWeightCount = desc.m_NumBoneWeights; for ( int i = 0; i < nVertexCount; ++i ) { nLen += Q_snprintf( &pTempBuf[nLen], sizeof(pTempBuf) - nLen, "[%4d] ", i + desc.m_nFirstVertex ); if ( desc.m_VertexSize_Position ) { Vector &pos = Position( desc, i ); nLen += Q_snprintf( &pTempBuf[nLen], sizeof(pTempBuf) - nLen, "P %8.2f %8.2f %8.2f ", pos[0], pos[1], pos[2]); } if ( desc.m_VertexSize_Wrinkle ) { float flWrinkle = Wrinkle( desc, i ); nLen += Q_snprintf( &pTempBuf[nLen], sizeof(pTempBuf) - nLen, "Wr %8.2f ",flWrinkle ); } if ( nBoneWeightCount ) { nLen += Q_snprintf( &pTempBuf[nLen], sizeof(pTempBuf) - nLen, "BW "); float* pWeight = BoneWeight( desc, i ); for ( int j = 0; j < nBoneWeightCount; ++j ) { nLen += Q_snprintf( &pTempBuf[nLen], sizeof(pTempBuf) - nLen, "%1.2f ", pWeight[j] ); } } if ( desc.m_VertexSize_BoneMatrixIndex ) { unsigned char *pIndex = BoneIndex( desc, i ); nLen += Q_snprintf( &pTempBuf[nLen], sizeof(pTempBuf) - nLen, "BI %d %d %d %d ", ( int )pIndex[0], ( int )pIndex[1], ( int )pIndex[2], ( int )pIndex[3] ); Assert( pIndex[0] >= 0 && pIndex[0] < 16 ); Assert( pIndex[1] >= 0 && pIndex[1] < 16 ); Assert( pIndex[2] >= 0 && pIndex[2] < 16 ); Assert( pIndex[3] >= 0 && pIndex[3] < 16 ); } if ( desc.m_VertexSize_Normal ) { Vector & normal = Normal( desc, i ); nLen += Q_snprintf( &pTempBuf[nLen], sizeof(pTempBuf) - nLen, "N %1.2f %1.2f %1.2f ", normal[0], normal[1], normal[2]); } if ( desc.m_VertexSize_Color ) { unsigned char* pColor = Color( desc, i ); nLen += Q_snprintf( &pTempBuf[nLen], sizeof(pTempBuf) - nLen, "C b %3d g %3d r %3d a %3d ", pColor[0], pColor[1], pColor[2], pColor[3]); } for ( int j = 0; j < VERTEX_MAX_TEXTURE_COORDINATES; ++j ) { if ( desc.m_VertexSize_TexCoord[j] ) { Vector2D& texcoord = TexCoord( desc, i, j ); nLen += Q_snprintf( &pTempBuf[nLen], sizeof(pTempBuf) - nLen, "T%d %.2f %.2f ", j,texcoord[0], texcoord[1]); } } if ( desc.m_VertexSize_TangentS ) { Vector& tangentS = TangentS( desc, i ); nLen += Q_snprintf( &pTempBuf[nLen], sizeof(pTempBuf) - nLen, "S %1.2f %1.2f %1.2f ", tangentS[0], tangentS[1], tangentS[2]); } if ( desc.m_VertexSize_TangentT ) { Vector& tangentT = TangentT( desc, i ); nLen += Q_snprintf( &pTempBuf[nLen], sizeof(pTempBuf) - nLen, "T %1.2f %1.2f %1.2f ", tangentT[0], tangentT[1], tangentT[2]); } Q_snprintf( &pTempBuf[nLen], sizeof(pTempBuf) - nLen, "\n" ); Warning( "%s", pTempBuf ); nLen = 0; } } //----------------------------------------------------------------------------- // Validates vertex buffer data //----------------------------------------------------------------------------- void CVertexBufferBase::ValidateData( int nVertexCount, const VertexDesc_t &spewDesc ) { LOCK_SHADERAPI(); #ifdef VALIDATE_DEBUG int i; // This is needed so buffering can just use this VertexFormat_t fmt = m_pMaterial->GetVertexUsage(); // Set up the vertex descriptor VertexDesc_t desc = spewDesc; int numBoneWeights = NumBoneWeights( fmt ); for ( i = 0; i < nVertexCount; ++i ) { if( fmt & VERTEX_POSITION ) { D3DXVECTOR3& pos = Position( desc, i ); Assert( IsFinite( pos[0] ) && IsFinite( pos[1] ) && IsFinite( pos[2] ) ); } if( fmt & VERTEX_WRINKLE ) { float flWrinkle = Wrinkle( desc, i ); Assert( IsFinite( flWrinkle ) ); } if (numBoneWeights > 0) { float* pWeight = BoneWeight( desc, i ); for (int j = 0; j < numBoneWeights; ++j) { Assert( pWeight[j] >= 0.0f && pWeight[j] <= 1.0f ); } } if( fmt & VERTEX_BONE_INDEX ) { unsigned char *pIndex = BoneIndex( desc, i ); Assert( pIndex[0] >= 0 && pIndex[0] < 16 ); Assert( pIndex[1] >= 0 && pIndex[1] < 16 ); Assert( pIndex[2] >= 0 && pIndex[2] < 16 ); Assert( pIndex[3] >= 0 && pIndex[3] < 16 ); } if( fmt & VERTEX_NORMAL ) { D3DXVECTOR3& normal = Normal( desc, i ); Assert( normal[0] >= -1.05f && normal[0] <= 1.05f ); Assert( normal[1] >= -1.05f && normal[1] <= 1.05f ); Assert( normal[2] >= -1.05f && normal[2] <= 1.05f ); } if (fmt & VERTEX_COLOR) { int* pColor = (int*)Color( desc, i ); Assert( *pColor != FLOAT32_NAN_BITS ); } for (int j = 0; j < VERTEX_MAX_TEXTURE_COORDINATES; ++j) { if( TexCoordSize( j, fmt ) > 0) { D3DXVECTOR2& texcoord = TexCoord( desc, i, j ); Assert( IsFinite( texcoord[0] ) && IsFinite( texcoord[1] ) ); } } if (fmt & VERTEX_TANGENT_S) { D3DXVECTOR3& tangentS = TangentS( desc, i ); Assert( IsFinite( tangentS[0] ) && IsFinite( tangentS[1] ) && IsFinite( tangentS[2] ) ); } if (fmt & VERTEX_TANGENT_T) { D3DXVECTOR3& tangentT = TangentT( desc, i ); Assert( IsFinite( tangentT[0] ) && IsFinite( tangentT[1] ) && IsFinite( tangentT[2] ) ); } } #endif // _DEBUG } //----------------------------------------------------------------------------- // // Index Buffer implementations begin here // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // constructor, destructor //----------------------------------------------------------------------------- CIndexBufferBase::CIndexBufferBase( const char *pBudgetGroupName ) : m_pBudgetGroupName( pBudgetGroupName ) { } //----------------------------------------------------------------------------- // Spews the mesh data //----------------------------------------------------------------------------- void CIndexBufferBase::Spew( int nIndexCount, const IndexDesc_t &indexDesc ) { LOCK_SHADERAPI(); char pTempBuf[512]; int nLen = 0; pTempBuf[0] = '\0'; char *pTemp = pTempBuf; Q_snprintf( pTempBuf, sizeof(pTempBuf), "\nIndices: %d (First %d, Offset %d)\n", nIndexCount, indexDesc.m_nFirstIndex, indexDesc.m_nOffset ); Warning( "%s", pTempBuf ); for ( int i = 0; i < nIndexCount; ++i ) { nLen += Q_snprintf( pTemp, sizeof(pTempBuf) - nLen - 1, "%d ", ( int )indexDesc.m_pIndices[i] ); pTemp = pTempBuf + nLen; if ( (i & 0x0F) == 0x0F ) { Q_snprintf( pTemp, sizeof(pTempBuf) - nLen - 1, "\n" ); Warning( "%s", pTempBuf ); pTempBuf[0] = '\0'; nLen = 0; pTemp = pTempBuf; } } Q_snprintf( pTemp, sizeof(pTempBuf) - nLen - 1, "\n" ); Warning( "%s", pTempBuf ); } //----------------------------------------------------------------------------- // Call this in debug mode to make sure our data is good. //----------------------------------------------------------------------------- void CIndexBufferBase::ValidateData( int nIndexCount, const IndexDesc_t& desc ) { /* FIXME */ // NOTE: Is there anything reasonable to do here at all? // Or is this a bogus method altogether? } //----------------------------------------------------------------------------- // // Base mesh // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // constructor, destructor //----------------------------------------------------------------------------- CMeshBase::CMeshBase() { } CMeshBase::~CMeshBase() { }