//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //===========================================================================// #ifndef MESHBASE_H #define MESHBASE_H #ifdef _WIN32 #pragma once #endif #include "materialsystem/imesh.h" #include "materialsystem/imaterial.h" //----------------------------------------------------------------------------- // Base vertex buffer //----------------------------------------------------------------------------- abstract_class CVertexBufferBase : public IVertexBuffer { // Methods of IVertexBuffer public: virtual void Spew( int nVertexCount, const VertexDesc_t &desc ); virtual void ValidateData( int nVertexCount, const VertexDesc_t& desc ); public: // constructor, destructor CVertexBufferBase( const char *pBudgetGroupName ); virtual ~CVertexBufferBase(); // Displays the vertex format static void PrintVertexFormat( VertexFormat_t vertexFormat ); // Used to construct vertex data static void ComputeVertexDescription( unsigned char *pBuffer, VertexFormat_t vertexFormat, VertexDesc_t &desc ); // Returns the vertex format size static int VertexFormatSize( VertexFormat_t vertexFormat ); protected: const char *m_pBudgetGroupName; }; //----------------------------------------------------------------------------- // Base index buffer //----------------------------------------------------------------------------- abstract_class CIndexBufferBase : public IIndexBuffer { // Methods of IIndexBuffer public: virtual void Spew( int nIndexCount, const IndexDesc_t &desc ); virtual void ValidateData( int nIndexCount, const IndexDesc_t& desc ); // Other public methods public: // constructor, destructor CIndexBufferBase( const char *pBudgetGroupName ); virtual ~CIndexBufferBase() {} protected: const char *m_pBudgetGroupName; }; //----------------------------------------------------------------------------- // Base mesh //----------------------------------------------------------------------------- class CMeshBase : public IMesh { // Methods of IMesh public: // Other public methods that need to be overridden public: // Begins a pass virtual void BeginPass( ) = 0; // Draws a single pass of the mesh virtual void RenderPass() = 0; // Does it have a color mesh? virtual bool HasColorMesh() const = 0; // Am I using morph data? virtual bool IsUsingMorphData() const = 0; virtual bool HasFlexMesh() const = 0; virtual IMesh *GetMesh() { return this; } public: // constructor, destructor CMeshBase(); virtual ~CMeshBase(); }; //----------------------------------------------------------------------------- // Utility method for VertexDesc_t (don't want to expose it in public, in imesh.h) //----------------------------------------------------------------------------- inline void ComputeVertexDesc( unsigned char * pBuffer, VertexFormat_t vertexFormat, VertexDesc_t & desc ) { int i; int *pVertexSizesToSet[64]; int nVertexSizesToSet = 0; static ALIGN32 ModelVertexDX8_t temp[4]; float *dummyData = (float*)&temp; // should be larger than any CMeshBuilder command can set. // Determine which vertex compression type this format specifies (affects element sizes/decls): VertexCompressionType_t compression = CompressionType( vertexFormat ); desc.m_CompressionType = compression; // We use fvf instead of flags here because we may pad out the fvf // vertex structure to optimize performance int offset = 0; // NOTE: At the moment, we assume that if you specify wrinkle, you also specify position Assert( ( ( vertexFormat & VERTEX_WRINKLE ) == 0 ) || ( ( vertexFormat & VERTEX_POSITION ) != 0 ) ); if ( vertexFormat & VERTEX_POSITION ) { // UNDONE: compress position+wrinkle to SHORT4N, and roll the scale into the transform matrices desc.m_pPosition = reinterpret_cast(pBuffer); offset += GetVertexElementSize( VERTEX_ELEMENT_POSITION, compression ); pVertexSizesToSet[nVertexSizesToSet++] = &desc.m_VertexSize_Position; if ( vertexFormat & VERTEX_WRINKLE ) { desc.m_pWrinkle = reinterpret_cast( pBuffer + offset ); offset += GetVertexElementSize( VERTEX_ELEMENT_WRINKLE, compression ); pVertexSizesToSet[nVertexSizesToSet++] = &desc.m_VertexSize_Wrinkle; } else { desc.m_pWrinkle = dummyData; desc.m_VertexSize_Wrinkle = 0; } } else { desc.m_pPosition = dummyData; desc.m_VertexSize_Position = 0; desc.m_pWrinkle = dummyData; desc.m_VertexSize_Wrinkle = 0; } // Bone weights/matrix indices desc.m_NumBoneWeights = NumBoneWeights( vertexFormat ); Assert( ( desc.m_NumBoneWeights == 2 ) || ( desc.m_NumBoneWeights == 0 ) ); // We assume that if you have any indices/weights, you have exactly two of them Assert( ( ( desc.m_NumBoneWeights == 2 ) && ( ( vertexFormat & VERTEX_BONE_INDEX ) != 0 ) ) || ( ( desc.m_NumBoneWeights == 0 ) && ( ( vertexFormat & VERTEX_BONE_INDEX ) == 0 ) ) ); if ( ( vertexFormat & VERTEX_BONE_INDEX ) != 0 ) { if ( desc.m_NumBoneWeights > 0 ) { Assert( desc.m_NumBoneWeights == 2 ); // Always exactly two weights desc.m_pBoneWeight = reinterpret_cast(pBuffer + offset); offset += GetVertexElementSize( VERTEX_ELEMENT_BONEWEIGHTS2, compression ); pVertexSizesToSet[nVertexSizesToSet++] = &desc.m_VertexSize_BoneWeight; } else { desc.m_pBoneWeight = dummyData; desc.m_VertexSize_BoneWeight = 0; } desc.m_pBoneMatrixIndex = pBuffer + offset; offset += GetVertexElementSize( VERTEX_ELEMENT_BONEINDEX, compression ); pVertexSizesToSet[nVertexSizesToSet++] = &desc.m_VertexSize_BoneMatrixIndex; } else { desc.m_pBoneWeight = dummyData; desc.m_VertexSize_BoneWeight = 0; desc.m_pBoneMatrixIndex = (unsigned char*)dummyData; desc.m_VertexSize_BoneMatrixIndex = 0; } if ( vertexFormat & VERTEX_NORMAL ) { desc.m_pNormal = reinterpret_cast(pBuffer + offset); // See PackNormal_[SHORT2|UBYTE4|HEND3N] in mathlib.h for the compression algorithm offset += GetVertexElementSize( VERTEX_ELEMENT_NORMAL, compression ); pVertexSizesToSet[nVertexSizesToSet++] = &desc.m_VertexSize_Normal; } else { desc.m_pNormal = dummyData; desc.m_VertexSize_Normal = 0; } if ( vertexFormat & VERTEX_COLOR ) { desc.m_pColor = pBuffer + offset; offset += GetVertexElementSize( VERTEX_ELEMENT_COLOR, compression ); pVertexSizesToSet[nVertexSizesToSet++] = &desc.m_VertexSize_Color; } else { desc.m_pColor = (unsigned char*)dummyData; desc.m_VertexSize_Color = 0; } if ( vertexFormat & VERTEX_SPECULAR ) { desc.m_pSpecular = pBuffer + offset; offset += GetVertexElementSize( VERTEX_ELEMENT_SPECULAR, compression ); pVertexSizesToSet[nVertexSizesToSet++] = &desc.m_VertexSize_Specular; } else { desc.m_pSpecular = (unsigned char*)dummyData; desc.m_VertexSize_Specular = 0; } // Set up texture coordinates for ( i = 0; i < VERTEX_MAX_TEXTURE_COORDINATES; ++i ) { // FIXME: compress texcoords to SHORT2N/SHORT4N, with a scale rolled into the texture transform VertexElement_t texCoordElements[4] = { VERTEX_ELEMENT_TEXCOORD1D_0, VERTEX_ELEMENT_TEXCOORD2D_0, VERTEX_ELEMENT_TEXCOORD3D_0, VERTEX_ELEMENT_TEXCOORD4D_0 }; int nSize = TexCoordSize( i, vertexFormat ); if ( nSize != 0 ) { desc.m_pTexCoord[i] = reinterpret_cast(pBuffer + offset); VertexElement_t texCoordElement = (VertexElement_t)( texCoordElements[ nSize - 1 ] + i ); offset += GetVertexElementSize( texCoordElement, compression ); pVertexSizesToSet[nVertexSizesToSet++] = &desc.m_VertexSize_TexCoord[i]; } else { desc.m_pTexCoord[i] = dummyData; desc.m_VertexSize_TexCoord[i] = 0; } } // Binormal + tangent... // Note we have to put these at the end so the vertex is FVF + stuff at end if ( vertexFormat & VERTEX_TANGENT_S ) { // UNDONE: use normal compression here (use mem_dumpvballocs to see if this uses much memory) desc.m_pTangentS = reinterpret_cast(pBuffer + offset); offset += GetVertexElementSize( VERTEX_ELEMENT_TANGENT_S, compression ); pVertexSizesToSet[nVertexSizesToSet++] = &desc.m_VertexSize_TangentS; } else { desc.m_pTangentS = dummyData; desc.m_VertexSize_TangentS = 0; } if ( vertexFormat & VERTEX_TANGENT_T ) { // UNDONE: use normal compression here (use mem_dumpvballocs to see if this uses much memory) desc.m_pTangentT = reinterpret_cast(pBuffer + offset); offset += GetVertexElementSize( VERTEX_ELEMENT_TANGENT_T, compression ); pVertexSizesToSet[nVertexSizesToSet++] = &desc.m_VertexSize_TangentT; } else { desc.m_pTangentT = dummyData; desc.m_VertexSize_TangentT = 0; } // User data.. int userDataSize = UserDataSize( vertexFormat ); if ( userDataSize > 0 ) { desc.m_pUserData = reinterpret_cast(pBuffer + offset); VertexElement_t userDataElement = (VertexElement_t)( VERTEX_ELEMENT_USERDATA1 + ( userDataSize - 1 ) ); // See PackNormal_[SHORT2|UBYTE4|HEND3N] in mathlib.h for the compression algorithm offset += GetVertexElementSize( userDataElement, compression ); pVertexSizesToSet[nVertexSizesToSet++] = &desc.m_VertexSize_UserData; } else { desc.m_pUserData = dummyData; desc.m_VertexSize_UserData = 0; } // We always use vertex sizes which are half-cache aligned (16 bytes) // x360 compressed vertexes are not compatible with forced alignments bool bCacheAlign = ( vertexFormat & VERTEX_FORMAT_USE_EXACT_FORMAT ) == 0; if ( bCacheAlign && ( offset > 16 ) && IsPC() ) { offset = (offset + 0xF) & (~0xF); } desc.m_ActualVertexSize = offset; // Now set the m_VertexSize for all the members that were actually valid. Assert( nVertexSizesToSet < sizeof(pVertexSizesToSet)/sizeof(pVertexSizesToSet[0]) ); for ( int iElement=0; iElement < nVertexSizesToSet; iElement++ ) { *pVertexSizesToSet[iElement] = offset; } } #endif // MESHBASE_H