//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #pragma warning( disable : 4786 ) #pragma warning( disable : 4748 ) // buffer overrun with optimizations off // This file has tons of problems with global optimizations. . turn 'em off. // NOTE: Would be nice to have a test case for this! - not verified in vs2005 #pragma optimize( "g", off ) // use this much memory to build an output file in memory. #define FILEBUFFER_SIZE ( 4 * 1024 * 1024 ) //#define IGNORE_BONES #define NVTRISTRIP #define EMIT_TRILISTS #include #include #include #include "mathlib/mathlib.h" #include "cmdlib.h" #include "studio.h" #include "studiomdl.h" #include "HardwareMatrixState.h" #include "HardwareVertexCache.h" #include "optimize.h" #include #include #include "FileBuffer.h" #include "tier1/utlvector.h" #include "materialsystem/imaterial.h" #include "tier1/utllinkedlist.h" #include "tier1/smartptr.h" #include "tier2/p4helpers.h" bool g_bDumpGLViewFiles; extern bool g_IHVTest; // flush bones between strips rather than deallocating the LRU. #define USE_FLUSH extern int FindMaterialByName( const char *pMaterialName ); namespace OptimizedModel { //----------------------------------------------------------------------------- // Defines which debugging output file we will see //----------------------------------------------------------------------------- enum { WRITEGLVIEW_SHOWMESH = 0x00000001, WRITEGLVIEW_SHOWSTRIPGROUP = 0x00000002, WRITEGLVIEW_SHOWSTRIP = 0x00000004, WRITEGLVIEW_SHOWSUBSTRIP = 0x00000008, WRITEGLVIEW_SHOWFLEXED = 0x00000010, WRITEGLVIEW_SHOWSW = 0x00000020, WRITEGLVIEW_SHOWMESHPROPS = 0x00000040, WRITEGLVIEW_SHOWVERTNUMBONES = 0x00000080, WRITEGLVIEW_SHOWSTRIPNUMBONES = 0x00000100, WRITEGLVIEW_FORCEUINT = 0xffffffff }; //----------------------------------------------------------------------------- // This is used to help us figure out where in the file data should go // and also to display stats //----------------------------------------------------------------------------- struct TotalMeshStats_t { int m_TotalBodyParts; int m_TotalModels; int m_TotalModelLODs; int m_TotalMeshes; int m_TotalStrips; int m_TotalStripGroups; int m_TotalVerts; int m_TotalIndices; int m_TotalBoneStateChanges; int m_TotalMaterialReplacements; }; struct Triangle_t { Triangle_t() { touched = false; neighborTriID[0] = neighborTriID[1] = neighborTriID[2] = -1; } int vertID[3]; int neighborTriID[3]; int boneID[MAX_NUM_BONES_PER_TRI]; int numBones; bool touched; }; //----------------------------------------------------------------------------- // Associates software bone indices with hardware bone indices //----------------------------------------------------------------------------- struct BoneStateChange_t { int hardwareID; int newBoneID; }; struct Strip_t { // these are the verts and indices that are used while building. // (there may be verts in here that aren't use in the stripGroup.) CUtlVector verts; int numIndices; unsigned short *pIndices; unsigned int flags; int numBones; // These are the final, sorted verts as they appear in the strip group. int stripGroupIndexOffset; // offset into stripGroup's indices int numStripGroupIndices; int stripGroupVertexOffset; // offset into stripGroup's verts int numStripGroupVerts; int numBoneStateChanges; BoneStateChange_t boneStateChanges[MAX_NUM_BONES_PER_STRIP]; }; //----------------------------------------------------------------------------- // a list of vertices + triangles for a strip group //----------------------------------------------------------------------------- typedef CUtlVector VertexList_t; typedef CUtlVector TriangleList_t; typedef CUtlVector VertexIndexList_t; typedef CUtlVector StripList_t; typedef CUtlVector TriangleProcessedList_t; //----------------------------------------------------------------------------- // String table //----------------------------------------------------------------------------- class CStringTable { public: int StringTableOffset( const char *string ) { int i; int size = 0; for( i = 0; i < m_Strings.Size(); i++ ) { if( stricmp( m_Strings[i].Base(), string ) == 0 ) { return size; } size += m_Strings[i].Size(); } return -1; } bool StringPresent( const char *string ) { int i; for( i = 0; i < m_Strings.Size(); i++ ) { if( stricmp( m_Strings[i].Base(), string ) == 0 ) { return true; } } return false; } void AddString( const char *newString ) { if( StringPresent( newString ) ) { return; } CUtlVector &s = m_Strings[m_Strings.AddToTail()]; int size = strlen( newString ) + 1; s.AddMultipleToTail( size ); strcpy( s.Base(), newString ); } void Purge() { m_Strings.Purge(); } int CalcSize( void ) { int size = 0; int i; for( i = 0; i < m_Strings.Size(); i++ ) { size += m_Strings[i].Size(); } return size; } void WriteToMem( char *pDst ) { int size = 0; int i; for( i = 0; i < m_Strings.Size(); i++ ) { #ifdef _DEBUG int j = Q_strlen( m_Strings[i].Base() ) + 1; int k = m_Strings[i].Size(); Assert( j == k ); #endif memcpy( pDst + size, m_Strings[i].Base(), m_Strings[i].Size() ); size += m_Strings[i].Size(); } } private: typedef CUtlVector CharVector_t; CUtlVector m_Strings; }; // global string table for the whole vtx file. static CStringTable s_StringTable; //----------------------------------------------------------------------------- // This is all the indices, vertices, and strips that make up this group // a group can be rendered all in one call to the material system //----------------------------------------------------------------------------- struct StripGroup_t { VertexIndexList_t indices; VertexList_t verts; StripList_t strips; unsigned int flags; }; struct Mesh_t { CUtlVector stripGroups; unsigned int flags; }; struct ModelLOD_t { CUtlVector meshes; float switchPoint; }; struct Model_t { CUtlVector modelLODs; }; //----------------------------------------------------------------------------- // Main class that does all the dirty work to stripy + groupify //----------------------------------------------------------------------------- class COptimizedModel { public: bool OptimizeFromStudioHdr( studiohdr_t *phdr, s_bodypart_t *pSrcBodyParts, int vertCacheSize, bool usesFixedFunction, bool bForceSoftwareSkin, bool bHWFlex, int maxBonesPerVert, int maxBonesPerTri, int maxBonesPerStrip, const char *fileName, const char *glViewFileName ); private: void CleanupEverything(); // Setup to get the ball rolling void SetupMeshProcessing( studiohdr_t *phdr, int vertCacheSize, bool usesFixedFunction, int maxBonesPerVert, int maxBonesPerTri, int maxBonesPerStrip, const char *fileName ); // // Methods associated with pre-processing the mesh // // // Methods associated with mesh processing // void SourceMeshToTriangleList( s_model_t *pSrcModel, s_mesh_t *pSrcMesh, CUtlVector &meshTriangleList ); void CreateLODTriangleList( s_model_t *pSrcModel, int nLodID, s_source_t* pLODSource, mstudiomodel_t *pStudioModel, mstudiomesh_t *pStudioMesh, CUtlVector &meshTriangleList, bool writeDebug ); // This processes the model + breaks it into strips void ProcessModel( studiohdr_t *phdr, s_bodypart_t *pSrcBodyParts, TotalMeshStats_t& stats, bool bForceSoftwareSkin, bool bHWFlex ); // processes a single mesh within the model void ProcessMesh( Mesh_t *pMesh, studiohdr_t *pStudioHeader, CUtlVector &srcFaces, mstudiomodel_t *pStudioModel, mstudiomesh_t *pStudioMesh, bool ForceNoFlex, bool bForceSoftwareSkin, bool bHWFlex ); // Processes a single strip group void ProcessStripGroup( StripGroup_t *pStripGroup, bool isHWSkinned, bool isFlexed, mstudiomodel_t *pStudioModel, mstudiomesh_t *pStudioMesh, CUtlVector &srcFaces, TriangleProcessedList_t& trianglesProcessed, int maxBonesPerVert, int maxBonesPerTri, int maxBonesPerStrip, bool forceNoFlex, bool bHWFlex ); // Constructs vertices appropriate for a strip group based on source face data bool GenerateStripGroupVerticesFromFace( mstudioiface_t* pFace, mstudiomesh_t *pStudioMesh, int maxPreferredBones, Vertex_t* pStripGroupVert ); // Count the number of unique bones in a set of vertices int CountUniqueBones( int count, Vertex_t *pVertex ) const; int CountMaxVertBones( int count, Vertex_t *pVertex ) const; // Counts the unique # of bones in a strip int CountUniqueBonesInStrip( StripGroup_t *pStripGroup, Strip_t *pStrip ); // Builds SW + HW skinned strips void BuildSWSkinnedStrips( TriangleList_t& tris, VertexList_t const& verts, StripGroup_t *pStripGroup ); void BuildHWSkinnedStrips( TriangleList_t& tris, VertexList_t& verts, StripGroup_t *pStripGroup, int maxBonesPerStrip ); // These methods deal with finding another triangle to batch together // in a similar matrix state group int ComputeNewBonesNeeded( Triangle_t const& triangle ) const; bool AllocateHardwareBonesForTriangle( Triangle_t *tri ); Triangle_t* GetNextTriangle( TriangleList_t& triangles, bool allowNewStrip ); Triangle_t* GetNextUntouchedWithoutBoneStateChange( TriangleList_t& triangles ); Triangle_t* GetNextUntouchedWithLeastBoneStateChanges( TriangleList_t& triangles ); // Actually does the stripification void Stripify( VertexIndexList_t const& sourceIndices, bool isHWSkinned, int* pNumIndices, unsigned short** ppIndices ); // Makes sure our vertices are using the correct bones void SanityCheckVertBones( VertexIndexList_t const& list, VertexList_t const& vertices ); // Sets the flags associated with a particular strip group + mesh void ComputeStripGroupFlags( StripGroup_t *pStripGroup, bool isHWSkinned, bool isFlexed ); void ComputeMeshFlags( Mesh_t *pMesh, studiohdr_t *pStudioHeader, mstudiomesh_t *pStudioMesh ); bool MeshIsTeeth( studiohdr_t *pStudioHeader, mstudiomesh_t *pStudioMesh ); // Tries to add neighboring vertices that'll fit into the matrix transform state void BuildStripsRecursive( VertexIndexList_t& indices, TriangleList_t& list, Triangle_t *triangle ); // Figures out all bones affecting a particular triangle void BuildTriangleBoneData( VertexList_t& list, Triangle_t& tri ); // Memory optimize the strip data void PostProcessStripGroup( mstudiomodel_t *pStudioModel, mstudiomesh_t *pStudioMesh, StripGroup_t *pStripGroup ); void COptimizedModel::ZeroNumBones( void ); // // Methods associated with writing VTX files // // This writes the strip data out to a VTX file void WriteVTXFile( studiohdr_t *pHdr, char const* pFileName, TotalMeshStats_t const& stats ); // // Methods associated with writing GL View files // // This writes the GL debugging files void WriteGLViewFiles( studiohdr_t *pHdr, const char *glViewFileName ); void OutputMemoryUsage( void ); bool IsVertexFlexed( mstudiomesh_t *pStudioMesh, int vertID ) const; void BuildNeighborInfo( TriangleList_t& list, int nMaxVertexId ); void ClearTouched( void ); void PrintVert( Vertex_t *v, mstudiomodel_t *pStudioModel, mstudiomesh_t *pStudioMesh ); void SanityCheckAgainstStudioHDR( studiohdr_t *phdr ); void WriteStringTable( int stringTableOffset ); void WriteMaterialReplacements( int materialReplacementsOffset ); void WriteMaterialReplacementLists( int materialReplacementsOffset, int materialReplacementListOffset ); void WriteHeader( int vertCacheSize, int maxBonesPerVert, int maxBonesPerTri, int maxBonesPerStrip, int numBodyParts, long checkSum ); void WriteBodyPart( int bodyPartID, mstudiobodyparts_t *pBodyPart, int modelID ); void WriteModel( int modelID, mstudiomodel_t *pModel, int lodID ); void WriteModelLOD( int lodID, ModelLOD_t *pLOD, int meshID ); void WriteMesh( int meshID, Mesh_t *pMesh, int stripGroupID ); void WriteStripGroup( int stripGroupID, StripGroup_t *pStripGroup, int vertID, int indexID, int stripID ); int WriteVerts( int vertID, StripGroup_t *pStripGroup ); int WriteIndices( int indexID, StripGroup_t *pStripGroup ); void WriteStrip( int stripID, Strip_t *pStrip, int indexID, int vertID, int boneID ); void WriteBoneStateChange( int boneID, BoneStateChange_t *boneStateChange ); void DrawGLViewTriangle( FILE *fp, Vector& pos1, Vector& pos2, Vector& pos3, Vector& color1, Vector& color2, Vector& color3 ); void WriteGLViewFile( studiohdr_t *phdr, const char *pFileName, unsigned int flags, float shrinkFactor ); void ShrinkVerts( float shrinkFactor ); void GLViewDrawBegin( int mode ); void CheckVertBoneWeights( Vertex_t *pVert, mstudiomodel_t *pStudioModel, mstudiomesh_t *pStudioMesh ); void GLViewVert( FILE *fp, Vertex_t vert, int index, Vector& color, mstudiomodel_t *pStudioModel, mstudiomesh_t *pStudioMesh, bool showSubStrips, float shrinkFraction ); void GLViewDrawEnd( void ); void SetMeshPropsColor( unsigned int meshFlags, Vector& color ); void SetFlexedAndSkinColor( unsigned int glViewFlags, unsigned int stripGroupFlags, Vector& color ); void SetColorFromNumVertexBones( int numBones, Vector& color ); Vector& GetOrigVertPosition( mstudiomodel_t *pStudioModel, mstudiomesh_t *pStudioMesh, Vertex_t *pVert ); float GetOrigVertBoneWeightValue( mstudiomodel_t *pStudioModel, mstudiomesh_t *pStudioMesh, Vertex_t *pVert, int boneID ); mstudioboneweight_t &GetOrigVertBoneWeight( mstudiomodel_t *pStudioModel, mstudiomesh_t *pStudioMesh, Vertex_t *pVert ); int GetOrigVertBoneIndex( mstudiomodel_t *pStudioModel, mstudiomesh_t *pStudioMesh, Vertex_t *pVert, int boneID ); void ShowStats( void ); void MapGlobalBonesToHardwareBoneIDsAndSortBones( studiohdr_t *phdr ); void RemoveRedundantBoneStateChanges( void ); void CheckVert( Vertex_t *pVert, int maxBonesPerTri, int maxBonesPerVert ); void CheckAllVerts( int maxBonesPerTri, int maxBonesPerVert ); void SortBonesWithinVertex( bool flexed, Vertex_t *vert, mstudiomodel_t *pStudioModel, mstudiomesh_t *pStudioMesh, int *globalToHardwareBoneIndex, int *hardwareToGlobalBoneIndex, int maxBonesPerTri, int maxBonesPerVert ); int GetTotalVertsForMesh( Mesh_t *pMesh ); int GetTotalIndicesForMesh( Mesh_t *pMesh ); int GetTotalStripsForMesh( Mesh_t *pMesh ); int GetTotalStripGroupsForMesh( Mesh_t *pMesh ); int GetTotalBoneStateChangesForMesh( Mesh_t *pMesh ); bool MeshNeedsRemoval( studiohdr_t *pHdr, mstudiomesh_t *pStudioMesh, LodScriptData_t& scriptLOD ); void PrintBoneStateChanges( studiohdr_t *pHdr, int lod ); void PrintVerts( studiohdr_t *phdr, int lod ); void SanityCheckVertexBoneLODFlags( studiohdr_t *pStudioHdr, FileHeader_t *pVtxHeader ); // // SOURCE DATA // // These are all the built models CUtlVector m_Models; // total number of bones in the studio model int m_NumBones; // information about the hardware int m_VertexCacheSize; int m_MaxBonesPerTri; int m_MaxBonesPerVert; int m_MaxBonesPerStrip; bool m_UsesFixedFunction; // stats int m_NumSkinnedAndFlexedVerts; CHardwareMatrixState m_HardwareMatrixState; // a place to stick file output. CFileBuffer *m_FileBuffer; // offset for different items in the output file. int m_BodyPartsOffset; int m_ModelsOffset; int m_ModelLODsOffset; int m_MeshesOffset; int m_StripGroupsOffset; int m_StripsOffset; int m_VertsOffset; int m_IndicesOffset; int m_BoneStageChangesOffset; int m_StringTableOffset; int m_MaterialReplacementsOffset; int m_MaterialReplacementsListOffset; int m_EndOfFileOffset; }; //----------------------------------------------------------------------------- // Singleton instance //----------------------------------------------------------------------------- static COptimizedModel s_OptimizedModel; //----------------------------------------------------------------------------- // Cleanup method //----------------------------------------------------------------------------- void COptimizedModel::CleanupEverything() { } void COptimizedModel::OutputMemoryUsage( void ) { printf( "body parts: %7d bytes\n", ( int )( m_ModelsOffset - m_BodyPartsOffset ) ); printf( "models: %7d bytes\n", ( int )( m_MeshesOffset - m_ModelsOffset ) ); printf( "model LODs: %7d bytes\n", ( int )( m_MeshesOffset - m_ModelLODsOffset ) ); printf( "meshes: %7d bytes\n", ( int )( m_StripGroupsOffset - m_MeshesOffset ) ); printf( "strip groups: %7d bytes\n", ( int )( m_StripsOffset - m_StripGroupsOffset ) ); printf( "strips: %7d bytes\n", ( int )( m_VertsOffset - m_StripsOffset ) ); printf( "verts: %7d bytes\n", ( int )( m_IndicesOffset - m_VertsOffset ) ); printf( "indices: %7d bytes\n", ( int )( m_BoneStageChangesOffset - m_IndicesOffset ) ); printf( "bone changes: %7d bytes\n", ( int )( m_EndOfFileOffset - m_BoneStageChangesOffset ) ); printf( "everything: %7d bytes\n", ( int )( m_EndOfFileOffset ) ); } void COptimizedModel::SanityCheckAgainstStudioHDR( studiohdr_t *phdr ) { #if 0 // garymcthack printf( "SanityCheckAgainstStudioHDR\n" ); FileHeader_t *header = ( FileHeader_t * )m_FileBuffer->GetPointer( 0 ); Assert( header->numBodyParts == phdr->numbodyparts ); for( int bodyPartID = 0; bodyPartID < header->numBodyParts; bodyPartID++ ) { BodyPartHeader_t *bodyPart = header->pBodyPart( bodyPartID ); mstudiobodyparts_t *pStudioBodyPart = phdr->pBodypart( bodyPartID ); Assert( bodyPart->numModels == pStudioBodyPart->nummodels ); for( int modelID = 0; modelID < bodyPart->numModels; modelID++ ) { ModelHeader_t *model = bodyPart->pModel( modelID ); mstudiomodel_t *pStudioModel = pStudioBodyPart->pModel( modelID ); Assert( model->numMeshes == pStudioModel->nummeshes ); for( int meshID = 0; meshID < model->numMeshes; meshID++ ) { MeshHeader_t *mesh = model->pMesh( meshID ); mstudiomesh_t *pStudioMesh = pStudioModel->pMesh( meshID ); for( int stripGroupID = 0; stripGroupID < mesh->numStripGroups; stripGroupID++ ) { StripGroupHeader_t *stripGroup = mesh->pStripGroup( stripGroupID ); for( int stripID = 0; stripID < stripGroup->numStrips; stripID++ ) { StripHeader_t *strip = stripGroup->pStrip( stripID ); } } } } } #endif } //----------------------------------------------------------------------------- // // The following methods are all related to creating groups of meshes to strip // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // pick any triangle that hasn't been used yet to start with. //----------------------------------------------------------------------------- static Triangle_t *GetNextUntouched( TriangleList_t& triangles ) { int i; for( i = 0; i < triangles.Size(); i++ ) { if( !triangles[i].touched ) return &triangles[i]; } return 0; } //----------------------------------------------------------------------------- // Returns the number of bones that are not represented in the current hardware state //----------------------------------------------------------------------------- inline int COptimizedModel::ComputeNewBonesNeeded( Triangle_t const& triangle ) const { int numNewBones = 0; for( int i = 0; i < triangle.numBones; ++i ) { if( !m_HardwareMatrixState.IsMatrixAllocated( triangle.boneID[i] ) ) ++numNewBones; } return numNewBones; } //----------------------------------------------------------------------------- // returns triangle index // Find the next triangle without a bone state change // May add new hardware bones if there is space and is necessary. //----------------------------------------------------------------------------- Triangle_t* COptimizedModel::GetNextUntouchedWithoutBoneStateChange( TriangleList_t& triangles ) { Triangle_t *bestTriangle = 0; int bestNumNewBones = MAX_NUM_BONES_PER_TRI + 1; int i; for( i = 0; i < triangles.Size(); i++ ) { // We haven't processed this one, so let's try it if( !triangles[i].touched ) { // How many bones are not represented in the current state? int numNewBones = ComputeNewBonesNeeded( triangles[i] ); // if this triangle fit and if it's the best so far, save it. if ( (numNewBones <= m_HardwareMatrixState.FreeMatrixCount()) && (numNewBones < bestNumNewBones ) ) { bestNumNewBones = numNewBones; bestTriangle = &triangles[i]; // Can't get any better than this! if (bestNumNewBones == 0) break; } } } return bestTriangle; } //----------------------------------------------------------------------------- // This will returns the triangle that requires the last number of bone // state changes //----------------------------------------------------------------------------- Triangle_t *COptimizedModel::GetNextUntouchedWithLeastBoneStateChanges( TriangleList_t& triangles ) { Triangle_t *bestTriangle = 0; int bestNumNewBones = MAX_NUM_BONES_PER_TRI + 1; int i; // For this one, just find the triangle that needs the least number // of new bones. That way, we'll not have to change too many states for( i = 0; i < triangles.Size(); i++ ) { if( !triangles[i].touched ) { int numNewBones = ComputeNewBonesNeeded( triangles[i] ); if( numNewBones < bestNumNewBones ) { bestNumNewBones = numNewBones; bestTriangle = &triangles[i]; } } } // This only happens if there are no triangles untouched if( !bestTriangle ) return 0; #ifdef USE_FLUSH m_HardwareMatrixState.DeallocateAll(); #else // Remove bones until we have enough space... int numToRemove = bestNumNewBones - m_HardwareMatrixState.FreeMatrixCount(); Assert( numToRemove > 0 ); m_HardwareMatrixState.DeallocateLRU(numToRemove); #endif return bestTriangle; } //----------------------------------------------------------------------------- // Allocate bones for a triangle from the hardware matrix state //----------------------------------------------------------------------------- bool COptimizedModel::AllocateHardwareBonesForTriangle( Triangle_t *tri ) { for( int i = 0; i < tri->numBones; ++i ) { int bone = tri->boneID[i]; if( !m_HardwareMatrixState.IsMatrixAllocated( bone ) ) { if( !m_HardwareMatrixState.AllocateMatrix( bone ) ) return false; } } return true; } //----------------------------------------------------------------------------- // Get the next triangle. // Try to find one that doesn't cause a bone state change by jumping to // a new location in the model that works with the bones that we have allocated. // If we can't find one, and allowNewStrip is true, then flush and pick the next // best triangle that is close to the current hardware bone state. //----------------------------------------------------------------------------- Triangle_t *COptimizedModel::GetNextTriangle( TriangleList_t& tris, bool allowNewStrip ) { // First try to get a triangle that doesn't involve changing matrix state Triangle_t *tri; tri = GetNextUntouchedWithoutBoneStateChange( tris ); // If that didn't work, pick the triangle that changes the state the least if( !tri && allowNewStrip ) { tri = GetNextUntouchedWithLeastBoneStateChanges( tris ); } // Return the triangle we found return tri; } //----------------------------------------------------------------------------- // Make sure all vertices we've added up to now use bones in the matrix list //----------------------------------------------------------------------------- void COptimizedModel::SanityCheckVertBones( VertexIndexList_t const& list, VertexList_t const& vertices ) { #ifdef _DEBUG Vertex_t const *pVert; int i; for( i = 0; i < list.Size(); i++ ) { pVert = &vertices[list[i]]; if( !g_staticprop ) { Assert( pVert->numBones != 0 ); } int j; for( j = 0; j < pVert->numBones; j++ ) { if( pVert->boneID[j] == -1 ) { continue; } if( !m_HardwareMatrixState.IsMatrixAllocated( pVert->boneID[j] ) ) { Assert( 0 ); } } } #endif } //----------------------------------------------------------------------------- // Make sure all vertices we've added up to now use bones in the matrix list //----------------------------------------------------------------------------- void COptimizedModel::Stripify( VertexIndexList_t const& sourceIndices, bool isHWSkinned, int* pNumIndices, unsigned short** ppIndices ) { if( sourceIndices.Size() == 0 ) { *ppIndices = 0; *pNumIndices = 0; return; } // Skip the tristripping phase if we're building in preview mode if ( g_bBuildPreview || isHWSkinned == false ) { *pNumIndices = sourceIndices.Count(); *ppIndices = new unsigned short[*pNumIndices]; memcpy( *ppIndices, sourceIndices.Base(), (*pNumIndices) * sizeof(unsigned short) ); return; } /* printf( "Stripify\n" ); int i; for( i = 0; i < sourceIndices.Size(); i++ ) { printf( "stripindex: %d\n", sourceIndices[i] ); } */ #ifdef NVTRISTRIP PrimitiveGroup *primGroups; unsigned short numPrimGroups; // Be sure to call delete[] on the returned primGroups to avoid leaking mem GenerateStrips( &sourceIndices[0], sourceIndices.Size(), &primGroups, &numPrimGroups ); Assert( numPrimGroups == 1 ); *pNumIndices = primGroups->numIndices; *ppIndices = new unsigned short[*pNumIndices]; memcpy( *ppIndices, primGroups->indices, sizeof( unsigned short ) * *pNumIndices ); delete [] primGroups; #endif } //----------------------------------------------------------------------------- // eat up triangle recursively by flood-filling around the model until // we run out of bones on the hardware. //----------------------------------------------------------------------------- void COptimizedModel::BuildStripsRecursive( VertexIndexList_t& indices, TriangleList_t& tris, Triangle_t *triangle ) { Assert( triangle ); // Don't process the triangle if it's already been processed if( triangle->touched ) return; // Only suck in triangles that need no state change if ( ComputeNewBonesNeeded( *triangle ) ) return; // We've got enough hardware bones. Lets add this triangle's vertices, and // then add the vertices of all the neighboring triangles. triangle->touched = true; indices.AddToTail( ( unsigned short )triangle->vertID[0] ); indices.AddToTail( ( unsigned short )triangle->vertID[1] ); indices.AddToTail( ( unsigned short )triangle->vertID[2] ); // Try to add our neighbors if( triangle->neighborTriID[0] != -1 ) { BuildStripsRecursive( indices, tris, &tris[triangle->neighborTriID[0]] ); } if( triangle->neighborTriID[1] != -1 ) { BuildStripsRecursive( indices, tris, &tris[triangle->neighborTriID[1]] ); } if( triangle->neighborTriID[2] != -1 ) { BuildStripsRecursive( indices, tris, &tris[triangle->neighborTriID[2]] ); } } //----------------------------------------------------------------------------- // Processes a HW-skinned strip group //----------------------------------------------------------------------------- void COptimizedModel::BuildHWSkinnedStrips( TriangleList_t& triangles, VertexList_t& vertices, StripGroup_t *pStripGroup, int maxBonesPerStrip ) { // Set up the hardware matrix state m_HardwareMatrixState.Init( maxBonesPerStrip ); // Empty out the list of triangles to be stripified. VertexIndexList_t trianglesToStrip; trianglesToStrip.EnsureCapacity( triangles.Size() * 3 ); // pick any old unused triangle to start with. Triangle_t *pSeedTri = GetNextUntouched( triangles ); while( pSeedTri ) { // Make sure we've got out transforms allocated #ifdef DBGFLAG_ASSERT bool ok = #endif AllocateHardwareBonesForTriangle( pSeedTri ); Assert( ok ); // eat up triangle recursively by flood-filling around the model until // we run out of bones on the hardware. BuildStripsRecursive( trianglesToStrip, triangles, pSeedTri ); // Try to jump to a new location in the mesh without // causing a hardware bone state overflow or flush. pSeedTri = GetNextTriangle( triangles, false ); if( pSeedTri ) continue; // Save the results of the generated strip. int stripIdx = pStripGroup->strips.AddToTail( ); Strip_t& newStrip = pStripGroup->strips[stripIdx]; // Compute the strip flags newStrip.flags = 0; #ifdef EMIT_TRILISTS newStrip.flags |= STRIP_IS_TRILIST; #else newStrip.flags |= STRIP_IS_TRISTRIP; #endif // Sanity check the indices of the bones. SanityCheckVertBones( trianglesToStrip, vertices ); // There are no more triangles to eat up without causing a flush, so // go ahead and stripify what we have and flush. // NOTE: This allocates space for stripIndices.pIndices. Stripify( trianglesToStrip, true, &newStrip.numIndices, &newStrip.pIndices ); // hack - should just build directly into newStrip.verts instead of using a global. int i; for( i = 0; i < vertices.Size(); i++ ) { newStrip.verts.AddToTail( vertices[i] ); } // Compute the number of bones in this strip newStrip.numBoneStateChanges = m_HardwareMatrixState.AllocatedMatrixCount(); Assert( newStrip.numBoneStateChanges <= maxBonesPerStrip ); // Save off the bones used for this strip. for( i = 0; i < m_HardwareMatrixState.AllocatedMatrixCount(); i++ ) { newStrip.boneStateChanges[i].hardwareID = i; newStrip.boneStateChanges[i].newBoneID = m_HardwareMatrixState.GetNthBoneGlobalID( i ); } // Empty out the triangles to strip so that we can start again with a new strip. trianglesToStrip.RemoveAll(); // Get the next best triangle, allowing for a bone state flushes. pSeedTri = GetNextTriangle( triangles, true ); } } //----------------------------------------------------------------------------- // Processes a SW-skinned strip group //----------------------------------------------------------------------------- void COptimizedModel::BuildSWSkinnedStrips( TriangleList_t& triangles, VertexList_t const& vertices, StripGroup_t *pStripGroup ) { // Save the results of the generated strip. int stripIdx = pStripGroup->strips.AddToTail( ); Strip_t& newStrip = pStripGroup->strips[stripIdx]; // Set the strip flags newStrip.flags = 0; #ifdef EMIT_TRILISTS newStrip.flags |= STRIP_IS_TRILIST; #else newStrip.flags |= STRIP_IS_TRISTRIP; #endif int nTriangleCount = triangles.Count(); VertexIndexList_t indices; indices.EnsureCapacity( nTriangleCount * 3 ); for( int i = 0; i < nTriangleCount; i++ ) { Triangle_t* triangle = &triangles[i]; triangle->touched = true; indices.AddToTail( ( unsigned short )triangle->vertID[0] ); indices.AddToTail( ( unsigned short )triangle->vertID[1] ); indices.AddToTail( ( unsigned short )triangle->vertID[2] ); } Stripify( indices, false, &newStrip.numIndices, &newStrip.pIndices ); // hack - should just build directly into newStrip.verts instead of using a global. for( int i = 0; i < vertices.Size(); i++ ) { newStrip.verts.AddToTail( vertices[i] ); } newStrip.numBoneStateChanges = 0; for( int i = 0; i < MAX_NUM_BONES_PER_STRIP; i++ ) { newStrip.boneStateChanges[i].hardwareID = -1; newStrip.boneStateChanges[i].newBoneID = -1; } } //----------------------------------------------------------------------------- // Returns true if a particular vertex is part of a flex //----------------------------------------------------------------------------- bool COptimizedModel::IsVertexFlexed( mstudiomesh_t *pStudioMesh, int vertID ) const { mstudioflex_t *pflex = pStudioMesh->pFlex( 0 ); int i, j, n; // Iterate through all the flexes // figure out if the vertex is part of the flex for (i = 0; i < pStudioMesh->numflexes; i++) { byte *pvanim = pflex[i].pBaseVertanim(); int nVAnimSizeBytes = pflex[i].VertAnimSizeBytes(); for (j = 0; j < pflex[i].numverts; j++, pvanim += nVAnimSizeBytes ) { mstudiovertanim_t *pAnim = (mstudiovertanim_t*)( pvanim ); n = pAnim->index; if ( n == vertID ) return true; } } return false; } //----------------------------------------------------------------------------- // Computes flags for the strip group //----------------------------------------------------------------------------- void COptimizedModel::ComputeStripGroupFlags( StripGroup_t *pStripGroup, bool isHWSkinned, bool isFlexed ) { pStripGroup->flags = 0; if( isFlexed ) { pStripGroup->flags |= STRIPGROUP_IS_FLEXED; pStripGroup->flags |= STRIPGROUP_IS_DELTA_FLEXED; // Going forward, DX9 models are delta flexed } if( isHWSkinned ) { pStripGroup->flags |= STRIPGROUP_IS_HWSKINNED; } } //----------------------------------------------------------------------------- // Try to reduce the number of bones affecting this vert so hardware can deal //----------------------------------------------------------------------------- #define MIN_BONE_INFLUENCE 1.0f static void TryToReduceBoneInfluence( Vertex_t& stripGroupVert, mstudioboneweight_t const& boneWeights, int maxBones ) { int i; while ( stripGroupVert.numBones > maxBones) { // Find the minimum bone weight... float minWeight = 2.0; int minIndex = -1; for( i = 0; i < MAX_NUM_BONES_PER_VERT; ++i ) { if (stripGroupVert.boneID[i] != -1) { float weight = boneWeights.weight[ stripGroupVert.boneWeightIndex[i] ]; if (weight < minWeight) { minWeight = weight; minIndex = i; } } } Assert( minIndex >= 0 ); // Now that we got it, remove that bone influence if it's small enough if (minWeight >= MIN_BONE_INFLUENCE) return; // Blat out that bone! for( i = minIndex; i < MAX_NUM_BONES_PER_VERT - 1; ++i ) { stripGroupVert.boneID[i] = stripGroupVert.boneID[i+1]; stripGroupVert.boneWeightIndex[i] = stripGroupVert.boneWeightIndex[i+1]; } stripGroupVert.boneID[ MAX_NUM_BONES_PER_VERT - 1] = -1; stripGroupVert.boneWeightIndex[ MAX_NUM_BONES_PER_VERT - 1] = 0; --stripGroupVert.numBones; } } //----------------------------------------------------------------------------- // Generate three strip-group ready vertices from source mesh data // returns true if the face contants a flexed vertex //----------------------------------------------------------------------------- bool COptimizedModel::GenerateStripGroupVerticesFromFace( mstudioiface_t* pFace, mstudiomesh_t *pStudioMesh, int maxPreferredBones, Vertex_t* pStripGroupVert ) { int vertIDs[3]; vertIDs[0] = pFace->a; vertIDs[1] = pFace->b; vertIDs[2] = pFace->c; const mstudio_meshvertexdata_t *vertData = pStudioMesh->GetVertexData(); Assert( vertData ); // This can only return NULL on X360 for now bool triangleIsFlexed = false; for( int faceIndex = 0; faceIndex < 3; ++faceIndex ) { // Get the original source vertex id int vertex = vertIDs[faceIndex]; // Check the verts of the triangle to see if they are flexed triangleIsFlexed = triangleIsFlexed || IsVertexFlexed( pStudioMesh, vertex ); // How many bones affect this vertex mstudioboneweight_t *pBoneWeight = vertData->BoneWeights(vertex); int bonesAffectingVertex = pBoneWeight->numbones; if( !g_staticprop && bonesAffectingVertex <= 0 ) { MdlWarning( "too few bones/vert (%d) : it has no bones!\n", bonesAffectingVertex ); } else if( bonesAffectingVertex > MAX_NUM_BONES_PER_VERT ) { MdlError( "too many bones/vert (%d) : MAX_NUM_BONES_PER_VERT needs to be upped\n", bonesAffectingVertex ); } // Set the fields of the strip group's vert pStripGroupVert[faceIndex].origMeshVertID = vertex; pStripGroupVert[faceIndex].numBones = bonesAffectingVertex; int boneID; #ifndef IGNORE_BONES for( boneID = 0; boneID < bonesAffectingVertex; boneID++ ) { pStripGroupVert[faceIndex].boneID[boneID] = pBoneWeight->bone[boneID]; pStripGroupVert[faceIndex].boneWeightIndex[boneID] = boneID; } for( ; boneID < MAX_NUM_BONES_PER_VERT; boneID++ ) { pStripGroupVert[faceIndex].boneID[boneID] = -1; pStripGroupVert[faceIndex].boneWeightIndex[boneID] = boneID; } #else // don't let bones have any influence. for( boneID = 0; boneID < MAX_NUM_BONES_PER_VERT; boneID++ ) { pStripGroupVert[faceIndex].boneID[boneID] = -1; pStripGroupVert[faceIndex].boneWeights[boneID] = 0; } #endif // For hardware skinning, we want to try to reduce the number of // bone influences, which we'll do here if we can. // At the moment, we can't do this for fixed function because // we get seam problems at transitions between SW and HW rendered if (!m_UsesFixedFunction) { if ((maxPreferredBones > 0) && (bonesAffectingVertex > maxPreferredBones)) { TryToReduceBoneInfluence( pStripGroupVert[faceIndex], *pBoneWeight, maxPreferredBones ); } } } return triangleIsFlexed; } //----------------------------------------------------------------------------- // Computes the unique number of bones in a specified set of vertices //----------------------------------------------------------------------------- int COptimizedModel::CountUniqueBones( int count, Vertex_t *pVertex ) const { int uniqueBoneCount = 0; int uniqueBoneList[MAX_NUM_BONES_PER_STRIP]; while ( --count >= 0 ) { for (int i = 0; i < pVertex[count].numBones; ++i) { int boneID = pVertex[count].boneID[i]; int j = uniqueBoneCount; while ( --j >= 0 ) { if (uniqueBoneList[j] == boneID) break; } // Didn't find a match! if (j < 0) { Assert( uniqueBoneCount < MAX_NUM_BONES_PER_STRIP ); uniqueBoneList[uniqueBoneCount++] = boneID; } } } return uniqueBoneCount; } int COptimizedModel::CountMaxVertBones( int count, Vertex_t *pVertex ) const { int maxBones = 0; while ( --count >= 0 ) { if (maxBones < pVertex[count].numBones) maxBones = pVertex[count].numBones; } return maxBones; } //----------------------------------------------------------------------------- // Adds a vertex to the list of vertices to be added to the strip group //----------------------------------------------------------------------------- static int FindOrCreateVertex( VertexList_t& list, Vertex_t const& vert ) { int i; for( i = 0; i < list.Size(); i++ ) { if (list[i].origMeshVertID == vert.origMeshVertID) { // If this is the case, then everything else should be too! Assert( !memcmp( &list[i], &vert, sizeof( vert )) ); return i; } } list.AddToTail( vert ); return i; } //----------------------------------------------------------------------------- // Computes the bones used by the triangle //----------------------------------------------------------------------------- void COptimizedModel::BuildTriangleBoneData( VertexList_t& list, Triangle_t& tri ) { int j, k, l; // Blat out the bone ID state tri.numBones = 0; for( j = 0; j < MAX_NUM_BONES_PER_TRI; j++ ) { tri.boneID[j] = -1; } // Iterate through the vertices in the triangle for( j = 0; j < 3; j++ ) { // Iterate over the bones influencing the vertex Vertex_t& vert = list[tri.vertID[j]]; for( k = 0; k < vert.numBones; ++k ) { int bone = vert.boneID[k]; Assert( (bone >= 0) && (bone < m_NumBones) ); // Look for matches with previously found bones for ( l = tri.numBones; --l >= 0; ) { if ( bone == tri.boneID[l] ) break; } // No match, add it to our list if ( l < 0 ) tri.boneID[tri.numBones++] = bone; } } } //----------------------------------------------------------------------------- // Computes neighboring triangles along each face of a triangle //----------------------------------------------------------------------------- struct EdgeInfo_t { int m_nConnectedVertId; int m_nEdgeIndex; int m_nTriangleId; }; static void FindMatchingEdge( TriangleList_t& list, int nTriangleId, int nEdgeIndex, const int *pVertIds, CUtlVector< int >& vertexToEdges, CUtlFixedLinkedList< EdgeInfo_t >& edges ) { // Have we already attached this edge to something? Triangle_t &tri = list[nTriangleId]; if ( tri.neighborTriID[nEdgeIndex] != -1 ) return; int nVertIndex = ( pVertIds[0] < pVertIds[1] ) ? 0 : 1; int nConnectedVertId = pVertIds[ 1-nVertIndex ]; int hFirstEdge = vertexToEdges[nVertIndex]; for ( int hEdge = hFirstEdge; hEdge != edges.InvalidIndex(); hEdge = edges.Next(hEdge) ) { EdgeInfo_t &edge = edges[hEdge]; if ( edge.m_nConnectedVertId != nConnectedVertId ) continue; // Can't attach triangles to themselves if ( edge.m_nTriangleId == nTriangleId ) continue; // Found a match! Mark the two triangles as sharing an edge tri.neighborTriID[nEdgeIndex] = edge.m_nTriangleId; list[ edge.m_nTriangleId ].neighborTriID[ edge.m_nEdgeIndex ] = nTriangleId; if ( hEdge == hFirstEdge ) { vertexToEdges[nVertIndex] = edges.Next( hFirstEdge ); } edges.Free( hEdge ); return; } // No match! Insert the disconnected edge into the edge list int hNewEdge = edges.Alloc( true ); EdgeInfo_t &newEdge = edges[hNewEdge]; newEdge.m_nConnectedVertId = nConnectedVertId; newEdge.m_nEdgeIndex = nEdgeIndex; newEdge.m_nTriangleId = nTriangleId; edges.LinkBefore( hFirstEdge, hNewEdge ); vertexToEdges[nVertIndex] = hNewEdge; } void COptimizedModel::BuildNeighborInfo( TriangleList_t& list, int nMaxVertexId ) { // NOTE: vertexToEdges[vertId] contains the index of the head of a linked list stored in edges CUtlFixedLinkedList< EdgeInfo_t > edges; CUtlVector< int > vertexToEdges; vertexToEdges.SetCount( nMaxVertexId ); memset( vertexToEdges.Base(), 0, nMaxVertexId * sizeof(int) ); int pEdgeVertIds[2]; int nTriCount = list.Count(); for ( int i = 0; i < nTriCount; ++i ) { Triangle_t &tri = list[i]; // Add the three edges for this tri into a lookup table indexed by the lower vertID pEdgeVertIds[0] = tri.vertID[0]; pEdgeVertIds[1] = tri.vertID[1]; FindMatchingEdge( list, i, 0, pEdgeVertIds, vertexToEdges, edges ); pEdgeVertIds[0] = tri.vertID[1]; pEdgeVertIds[1] = tri.vertID[2]; FindMatchingEdge( list, i, 1, pEdgeVertIds, vertexToEdges, edges ); pEdgeVertIds[0] = tri.vertID[2]; pEdgeVertIds[1] = tri.vertID[0]; FindMatchingEdge( list, i, 2, pEdgeVertIds, vertexToEdges, edges ); } } //----------------------------------------------------------------------------- // Processes a single strip group //----------------------------------------------------------------------------- void COptimizedModel::ProcessStripGroup( StripGroup_t *pStripGroup, bool isHWSkinned, bool isFlexed, mstudiomodel_t *pStudioModel, mstudiomesh_t *pStudioMesh, CUtlVector &srcFaces, TriangleProcessedList_t& trianglesProcessed, int maxBonesPerVert, int maxBonesPerTri, int maxBonesPerStrip, bool forceNoFlex, bool bHWFlex ) { ComputeStripGroupFlags( pStripGroup, isHWSkinned, isFlexed ); // all of the triangles before stripping for the current stripgroup. TriangleList_t stripGroupSourceTriangles; VertexList_t stripGroupVertices; // FIXME: Flexed/HWSkinned state of faces don't change with each pass. // We could precompute those flags just once (instead of doing it 4 times) // Add each face to the stripgroup, if it's appropriate for( int n=0; n < srcFaces.Size(); ++n ) { // Don't bother processing a triangle that's already been done if (trianglesProcessed[n]) continue; mstudioiface_t *pFace = &srcFaces[n]; int preferredBones = isHWSkinned && (bHWFlex || !isFlexed) ? maxBonesPerVert : 0; // start a new strip group header. Vertex_t stripGroupVert[3]; bool triangleIsFlexed = GenerateStripGroupVerticesFromFace( pFace, pStudioMesh, preferredBones, stripGroupVert ); if( forceNoFlex ) { triangleIsFlexed = false; } // Don't bother to add the vertices to our strip-group vertex list // if we don't need to. if ( triangleIsFlexed != isFlexed ) continue; // If we're doing software skinning, then always accept, even if // this triangle should have been a HW skinned triangle. if (isHWSkinned) { // Check how many unique bones were in that face, and how many vertices // maximally in a vertex int numVertexBones = CountMaxVertBones( 3, stripGroupVert ); int numTriangleBones = CountUniqueBones( 3, stripGroupVert ); // If we have too many, we'll be skinning in software bool triangleIsHWSkinned = ( numTriangleBones <= maxBonesPerTri ) && ( numVertexBones <= maxBonesPerVert ); // Don't bother to add vertices which aren't gonna be used in this pass if (!triangleIsHWSkinned) continue; } // Add a new triangle to our list of triangles int triIndex = stripGroupSourceTriangles.AddToTail( ); Triangle_t& newTri = stripGroupSourceTriangles[triIndex]; newTri.vertID[0] = FindOrCreateVertex( stripGroupVertices, stripGroupVert[0] ); newTri.vertID[1] = FindOrCreateVertex( stripGroupVertices, stripGroupVert[1] ); newTri.vertID[2] = FindOrCreateVertex( stripGroupVertices, stripGroupVert[2] ); BuildTriangleBoneData( stripGroupVertices, newTri ); // By default, this processes a triangle // Later on below, we may decide to un-process triangles // if tristrips that are too small are generated trianglesProcessed[n] = true; } // No mesh? bye bye if (stripGroupSourceTriangles.Size() == 0) return; // Figure out neighboring triangles BuildNeighborInfo( stripGroupSourceTriangles, stripGroupVertices.Count() ); // Build the actual strips if( isHWSkinned ) { BuildHWSkinnedStrips( stripGroupSourceTriangles, stripGroupVertices, pStripGroup, maxBonesPerStrip ); // Check to see if any strips were produced that are too small // If so, remove them, and let the software pass take care of them. //if (stripGroupSourceTriangles.Size() < m_MinimumGroupSize // trianglesProcessed[n] = false; } else { BuildSWSkinnedStrips( stripGroupSourceTriangles, stripGroupVertices, pStripGroup ); } } //----------------------------------------------------------------------------- // How many unique bones are in a strip? //----------------------------------------------------------------------------- int COptimizedModel::CountUniqueBonesInStrip( StripGroup_t *pStripGroup, Strip_t *pStrip ) { int *boneUsageCounts = ( int * )_alloca( m_NumBones * sizeof( int ) ); memset( boneUsageCounts, 0, sizeof( int ) * m_NumBones ); int i; for( i = 0; i < pStrip->numStripGroupVerts; i++ ) { Vertex_t *pVert = &pStripGroup->verts[i+pStrip->stripGroupVertexOffset]; if( !g_staticprop ) { Assert( pVert->numBones != 0 ); } int j; for( j = 0; j < pVert->numBones; j++ ) { int boneID; boneID = pVert->boneID[j]; Assert( boneID != -1 ); boneUsageCounts[boneID]++; } } int numBones = 0; for( i = 0; i < m_NumBones; i++ ) { if( boneUsageCounts[i] ) { numBones++; } } return numBones; } //----------------------------------------------------------------------------- // A little work to be done after we construct the strip groups //----------------------------------------------------------------------------- void COptimizedModel::PostProcessStripGroup( mstudiomodel_t *pStudioModel, mstudiomesh_t *pStudioMesh, StripGroup_t *pStripGroup ) { int i; // We're gonna compile all of the vertices in the current strip into // the current strip group's vertex list for( i = 0; i < pStripGroup->strips.Size(); i++ ) { // create sorted strip verts and indices in the stripgroup Strip_t *pStrip = &pStripGroup->strips[i]; int vertOffset = pStripGroup->verts.Size(); pStrip->stripGroupVertexOffset = vertOffset; pStrip->stripGroupIndexOffset = pStripGroup->indices.Size(); // make sure we have enough memory allocated pStripGroup->indices.EnsureCapacity( pStripGroup->indices.Size() + pStrip->numIndices ); // Try to find each of the strip's vertices in the strip group int maxNumBones = 0; int j; for( j = 0; j < pStrip->numIndices; j++ ) { int newIndex = -1; int index = pStrip->pIndices[j]; Vertex_t *pVert = &pStrip->verts[index]; // Does this vertex exist in the strip group? int k; for( k = vertOffset; k < pStripGroup->verts.Size(); k++ ) { if( pVert->origMeshVertID == pStripGroup->verts[k].origMeshVertID ) { newIndex = k; break; } } // Didn't find it? Add the vertex to the list if( newIndex == -1 ) { newIndex = pStripGroup->verts.AddToTail( *pVert ); } pStripGroup->indices.AddToTail( newIndex ); #ifdef _DEBUG // float GetOrigVertBoneWeightValue( mstudiomodel_t *pStudioModel, mstudiomesh_t *pStudioMesh, Vertex_t *pVert, int boneID ); int i; float *pWeight = ( float * )_alloca( sizeof( float ) * pVert->numBones ); for( i = 0; i < pVert->numBones; i++ ) { pWeight[i] = GetOrigVertBoneWeightValue( pStudioModel, pStudioMesh, pVert, i ); } #endif // Keep track of the max # of bones in a vert if (pVert->numBones > maxNumBones) maxNumBones = pVert->numBones; } pStrip->numStripGroupIndices = pStripGroup->indices.Size() - pStrip->stripGroupIndexOffset; pStrip->numStripGroupVerts = pStripGroup->verts.Size() - pStrip->stripGroupVertexOffset; // The number of bones in a strip is the max number of // bones in a vertex in this strip for vertex shaders, and it's the // number of unique bones in the strip for fixed-function if (!m_UsesFixedFunction) pStrip->numBones = maxNumBones; else pStrip->numBones = CountUniqueBonesInStrip(pStripGroup, pStrip); } } //----------------------------------------------------------------------------- // Returns true if a particular mesh is teeth //----------------------------------------------------------------------------- bool COptimizedModel::MeshIsTeeth( studiohdr_t *pStudioHeader, mstudiomesh_t *pStudioMesh ) { // The mesh is teeth if it's got a skin whose material has a non-zero flags int i; for( i = 0; i < pStudioHeader->numskinfamilies; i++ ) { short *pskinref = pStudioHeader->pSkinref( 0 ); pskinref += ( i * pStudioHeader->numskinref ); mstudiotexture_t *ptexture; ptexture = pStudioHeader->pTexture( pskinref[ pStudioMesh->material ] ); if( ptexture->flags ) { return true; } } return false; } //----------------------------------------------------------------------------- // Computes the flags for a mesh //----------------------------------------------------------------------------- void COptimizedModel::ComputeMeshFlags( Mesh_t *pMesh, studiohdr_t *pStudioHeader, mstudiomesh_t *pStudioMesh ) { // eyeball? pMesh->flags = 0; if( pStudioMesh->materialtype != 0 ) { pMesh->flags |= MESH_IS_EYES; } // teeth? if( MeshIsTeeth( pStudioHeader, pStudioMesh ) ) { pMesh->flags |= MESH_IS_TEETH; } } //----------------------------------------------------------------------------- // Creates 4 strip groups for a mesh, combinations of flexed + hwskinned // A mesh has a single material //----------------------------------------------------------------------------- void COptimizedModel::ProcessMesh( Mesh_t *pMesh, studiohdr_t *pStudioHeader, CUtlVector &srcFaces, mstudiomodel_t *pStudioModel, mstudiomesh_t *pStudioMesh, bool forceNoFlex, bool bForceSoftwareSkin, bool bHWFlex ) { // Compute the mesh flags ComputeMeshFlags( pMesh, pStudioHeader, pStudioMesh ); // We're gonna keep track of which ones we haven't processed // because we're gonna add all unprocessed faces to the software // lists if for some reason they don't get added to the hardware lists TriangleProcessedList_t trianglesProcessed; trianglesProcessed.AddMultipleToTail( srcFaces.Size() ); memset( trianglesProcessed.Base(), 0, trianglesProcessed.Size() ); // there are up to 4 stripgroups per mesh // Note that we're gonna do the HW skinned versions first // because they have the option of deciding not to be hardware after all int isHWSkinned, isFlexed; for( isHWSkinned = bForceSoftwareSkin ? 0 : 1; isHWSkinned >= 0; --isHWSkinned ) { for( isFlexed = 1; isFlexed >= 0; --isFlexed ) { int realMaxBonesPerTri, realMaxBonesPerVert, realMaxBonesPerStrip; if( isFlexed && !bHWFlex ) { realMaxBonesPerTri = 1; realMaxBonesPerVert = 1; realMaxBonesPerStrip = 1; } else { realMaxBonesPerTri = m_MaxBonesPerTri; realMaxBonesPerVert = m_MaxBonesPerVert; realMaxBonesPerStrip = m_MaxBonesPerStrip; } int newStripGroupIndex = pMesh->stripGroups.AddToTail( ); StripGroup_t& newStripGroup = pMesh->stripGroups[newStripGroupIndex]; ProcessStripGroup( &newStripGroup, isHWSkinned ? true : false, isFlexed ? true : false, pStudioModel, pStudioMesh, srcFaces, trianglesProcessed, realMaxBonesPerVert, realMaxBonesPerTri, realMaxBonesPerStrip, forceNoFlex, bHWFlex ); PostProcessStripGroup( pStudioModel, pStudioMesh, &newStripGroup ); // Clear out the strip group if there wasn't anything in it if( !newStripGroup.indices.Size() ) pMesh->stripGroups.FastRemove( newStripGroupIndex ); } } } //----------------------------------------------------------------------------- // some setup required before we really get into it //----------------------------------------------------------------------------- void COptimizedModel::SetupMeshProcessing( studiohdr_t *pHdr, int vertexCacheSize, bool usesFixedFunction, int maxBonesPerVert, int maxBonesPerTri, int maxBonesPerStrip, const char *fileName ) { #ifdef NVTRISTRIP // tell nvtristrip all of it's params SetCacheSize( vertexCacheSize ); SetStitchStrips( true ); SetMinStripSize( 0 ); # ifdef EMIT_TRILISTS SetListsOnly( true ); # else SetListsOnly( false ); # endif #endif // NVTRISTRIP if( !g_quiet ) { printf( "---------------------\n" ); printf( "Generating optimized mesh \"%s\":\n", fileName ); #ifdef _DEBUG printf( "\tvertex cache size: %d\n", vertexCacheSize ); printf( "\tmax bones/tri: %d\n", maxBonesPerTri ); printf( "\tmax bones/vert: %d\n", maxBonesPerVert ); printf( "\tmax bones/strip: %d\n", maxBonesPerStrip ); #endif } CleanupEverything(); // Total number of bones in the original model m_NumBones = pHdr->numbones; // Hardware limitations m_MaxBonesPerVert = maxBonesPerVert; m_MaxBonesPerTri = maxBonesPerTri; m_MaxBonesPerStrip = maxBonesPerStrip; m_UsesFixedFunction = usesFixedFunction; m_VertexCacheSize = vertexCacheSize; // stats m_NumSkinnedAndFlexedVerts = 0; } //----------------------------------------------------------------------------- // Process the entire model, return stats... //----------------------------------------------------------------------------- int COptimizedModel::GetTotalVertsForMesh( Mesh_t *pMesh ) { int numVerts = 0; int i; for( i = 0; i < pMesh->stripGroups.Size(); i++ ) { StripGroup_t *pStripGroup = &pMesh->stripGroups[i]; numVerts += pStripGroup->verts.Size(); } return numVerts; } int COptimizedModel::GetTotalIndicesForMesh( Mesh_t *pMesh ) { int numIndices = 0; int i; for( i = 0; i < pMesh->stripGroups.Size(); i++ ) { StripGroup_t *pStripGroup = &pMesh->stripGroups[i]; numIndices += pStripGroup->indices.Size(); } return numIndices; } int COptimizedModel::GetTotalStripsForMesh( Mesh_t *pMesh ) { int numStrips = 0; int i; for( i = 0; i < pMesh->stripGroups.Size(); i++ ) { StripGroup_t *pStripGroup = &pMesh->stripGroups[i]; numStrips += pStripGroup->strips.Size(); } return numStrips; } int COptimizedModel::GetTotalStripGroupsForMesh( Mesh_t *pMesh ) { return pMesh->stripGroups.Size(); } int COptimizedModel::GetTotalBoneStateChangesForMesh( Mesh_t *pMesh ) { int numBoneStateChanges = 0; int i; for( i = 0; i < pMesh->stripGroups.Size(); i++ ) { StripGroup_t *pStripGroup = &pMesh->stripGroups[i]; int j; for( j = 0; j < pStripGroup->strips.Size(); j++ ) { Strip_t *pStrip = &pStripGroup->strips[j]; numBoneStateChanges += pStrip->numBoneStateChanges; } } return numBoneStateChanges; } /* static void WriteDebugFile( const char *fileName, const char *outFileName, float red, float grn, float blu ) { char *tmpName = ( char * )_alloca( strlen( fileName ) + 1 ); strcpy( tmpName, fileName ); s_source_t *pSrc = Load_Source( tmpName, "SMD" ); Assert( pSrc ); int i, j; FILE *fp; fp = fopen( outFileName, "w" ); Assert( fp ); for( i = 0; i < pSrc->nummeshes; i++ ) { s_mesh_t *pMesh = &pSrc->mesh[i]; for( j = 0; j < pMesh->numfaces; j++ ) { s_face_t *pFace = &pSrc->face[pMesh->faceoffset + j]; Vector &a = pSrc->vertex[pMesh->vertexoffset + pFace->a]; Vector &b = pSrc->vertex[pMesh->vertexoffset + pFace->b]; Vector &c = pSrc->vertex[pMesh->vertexoffset + pFace->c]; fprintf( fp, "3\n" ); fprintf( fp, "%f %f %f %f %f %f\n", ( float )( a[0] ), ( float )( a[1] ), ( float )( a[2] ), ( float )red, ( float )grn, ( float )blu ); fprintf( fp, "%f %f %f %f %f %f\n", ( float )( b[0] ), ( float )( b[1] ), ( float )( b[2] ), ( float )red, ( float )grn, ( float )blu ); fprintf( fp, "%f %f %f %f %f %f\n", ( float )( c[0] ), ( float )( c[1] ), ( float )( c[2] ), ( float )red, ( float )grn, ( float )blu ); } } fclose( fp ); } */ void COptimizedModel::SourceMeshToTriangleList( s_model_t *pSrcModel, s_mesh_t *pSrcMesh, CUtlVector &meshTriangleList ) { s_face_t *pFaces = pSrcModel->source->face + pSrcMesh->faceoffset; int i; for ( i = 0; i < pSrcMesh->numfaces; i++ ) { const s_face_t &pFace = pFaces[i]; int j = meshTriangleList.AddToTail(); mstudioiface_t &newTriangle = meshTriangleList[j]; newTriangle.a = pFace.a; newTriangle.b = pFace.b; newTriangle.c = pFace.c; } } /* static void WriteSourceMesh( s_model_t *pSrcModel, s_mesh_t *pSrcMesh, int red_, int grn_, int blu_ ) { FILE *fp; fp = fopen( "blah.glv", "a+" ); float red, grn, blu; red = ( float )rand() / ( float )VALVE_RAND_MAX; grn = ( float )rand() / ( float )VALVE_RAND_MAX; blu = ( float )rand() / ( float )VALVE_RAND_MAX; float len = red * red + grn * grn + blu * blu; len = sqrt( len ); red *= 255.0f / len; grn *= 255.0f / len; blu *= 255.0f / len; s_face_t *pFaces = pSrcModel->source->face + pSrcMesh->faceoffset; int i; for( i = 0; i < pSrcMesh->numfaces; i++ ) { const s_face_t &face = pFaces[i]; Vector a, b, c; a = pSrcModel->source->vertex[pSrcMesh->vertexoffset + face.a]; b = pSrcModel->source->vertex[pSrcMesh->vertexoffset + face.b]; c = pSrcModel->source->vertex[pSrcMesh->vertexoffset + face.c]; fprintf( fp, "3\n" ); fprintf( fp, "%f %f %f %f %f %f\n", a[0], a[1], a[2], red, grn, blu ); fprintf( fp, "%f %f %f %f %f %f\n", c[0], c[1], c[2], red, grn, blu ); fprintf( fp, "%f %f %f %f %f %f\n", b[0], b[1], b[2], red, grn, blu ); } fclose( fp ); } */ static void RandomColor( Vector& color ) { color[0] = ( ( float )rand() ) / ( float )VALVE_RAND_MAX; color[1] = ( ( float )rand() ) / ( float )VALVE_RAND_MAX; color[2] = ( ( float )rand() ) / ( float )VALVE_RAND_MAX; VectorNormalize( color ); } /* static void GLViewCube( Vector pos, float size, FILE *fp ) { fprintf( fp, "4\n" ); fprintf( fp, "%f %f %f 255 0 0\n", pos[0] + size, pos[1] + size, pos[2] + size ); fprintf( fp, "%f %f %f 255 0 0\n", pos[0] - size, pos[1] + size, pos[2] + size ); fprintf( fp, "%f %f %f 255 0 0\n", pos[0] + size, pos[1] - size, pos[2] + size ); fprintf( fp, "%f %f %f 255 0 0\n", pos[0] - size, pos[1] - size, pos[2] + size ); fprintf( fp, "4\n" ); fprintf( fp, "%f %f %f 255 0 0\n", pos[0] + size, pos[1] + size, pos[2] - size ); fprintf( fp, "%f %f %f 255 0 0\n", pos[0] - size, pos[1] + size, pos[2] - size ); fprintf( fp, "%f %f %f 255 0 0\n", pos[0] + size, pos[1] - size, pos[2] - size ); fprintf( fp, "%f %f %f 255 0 0\n", pos[0] - size, pos[1] - size, pos[2] - size ); fprintf( fp, "4\n" ); fprintf( fp, "%f %f %f 255 0 0\n", pos[0] + size, pos[1] - size, pos[2] - size ); fprintf( fp, "%f %f %f 255 0 0\n", pos[0] - size, pos[1] - size, pos[2] - size ); fprintf( fp, "%f %f %f 255 0 0\n", pos[0] + size, pos[1] - size, pos[2] + size ); fprintf( fp, "%f %f %f 255 0 0\n", pos[0] - size, pos[1] - size, pos[2] + size ); fprintf( fp, "4\n" ); fprintf( fp, "%f %f %f 255 0 0\n", pos[0] + size, pos[1] + size, pos[2] - size ); fprintf( fp, "%f %f %f 255 0 0\n", pos[0] - size, pos[1] + size, pos[2] - size ); fprintf( fp, "%f %f %f 255 0 0\n", pos[0] + size, pos[1] + size, pos[2] + size ); fprintf( fp, "%f %f %f 255 0 0\n", pos[0] - size, pos[1] + size, pos[2] + size ); fprintf( fp, "4\n" ); fprintf( fp, "%f %f %f 255 0 0\n", pos[0] - size, pos[1] + size, pos[2] - size ); fprintf( fp, "%f %f %f 255 0 0\n", pos[0] - size, pos[1] - size, pos[2] - size ); fprintf( fp, "%f %f %f 255 0 0\n", pos[0] - size, pos[1] + size, pos[2] + size ); fprintf( fp, "%f %f %f 255 0 0\n", pos[0] - size, pos[1] - size, pos[2] + size ); fprintf( fp, "4\n" ); fprintf( fp, "%f %f %f 255 0 0\n", pos[0] + size, pos[1] + size, pos[2] - size ); fprintf( fp, "%f %f %f 255 0 0\n", pos[0] + size, pos[1] - size, pos[2] - size ); fprintf( fp, "%f %f %f 255 0 0\n", pos[0] + size, pos[1] + size, pos[2] + size ); fprintf( fp, "%f %f %f 255 0 0\n", pos[0] + size, pos[1] - size, pos[2] + size ); } */ #if 0 static void MStudioBoneWeightToSBoneWeight( s_boneweight_t &sbone, const mstudioboneweight_t &mbone, const s_source_t *pSrc ) { int i; for( i = 0; i < mbone.numbones; i++ ) { sbone.bone[i] = pSrc->boneimap[mbone.bone[i]]; // sbone.bone[i] = mbone.bone[i]; sbone.weight[i] = mbone.weight[i]; } sbone.numbones = mbone.numbones; } #endif void COptimizedModel::CreateLODTriangleList( s_model_t *pSrcModel, int nLodID, s_source_t* pSrc, mstudiomodel_t *pStudioModel, mstudiomesh_t *pStudioMesh, CUtlVector &meshTriangleList, bool writeDebug ) { if ( !pSrc || !pSrcModel ) return; #ifdef _DEBUG // const mstudio_modelvertexdata_t *vertData = pStudioModel->GetVertexData(); // Assert( vertData ); // This can only return NULL on X360 for now // mstudiovertex_t *modelFirstVert = vertData->Vertex( 0 ); // mstudiovertex_t *modelLastVert = vertData->Vertex( pStudioModel->numvertices - 1 ); // mstudiovertex_t *meshFirstVert = vertData->Vertex( 0 ); // mstudiovertex_t *meshLastVert = vertData->Vertex( pStudioMesh->numvertices - 1 ); #endif /* if( writeDebug ) { printf( "MODEL VERTS:\n" ); int i; for( i = 0; i < pStudioModel->numvertices; i++ ) { Vector &v = *pStudioModel->pVertex( i ); Vector &n = *pStudioModel->pNormal( i ); Vector2D &t = *pStudioModel->pTexcoord( i ); printf( "model %d: p %f %f %f n: %f %f %f t: %f %f\n", i, v[0], v[1], v[2], n[0], n[1], n[2], t[0], t[1] ); } printf( "MESH VERTS:\n" ); for( i = 0; i < pStudioMesh->numvertices; i++ ) { Vector &v = *pStudioMesh->pVertex( i ); Vector &n = *pStudioMesh->pNormal( i ); Vector2D &t = *pStudioMesh->pTexcoord( i ); printf( "mesh %d: p %f %f %f n: %f %f %f t: %f %f\n", i, v[0], v[1], v[2], n[0], n[1], n[2], t[0], t[1] ); } } */ // need to find the mesh in the lod model that matches the original model. int i; int textureSearchID = MaterialToTexture( pStudioMesh->material ); // this is icky.. . pSrc->nummeshes really refers to the total number of non-empty meshes // in the model. In pSrc->meshes, there are some empty meshes in the middle if they // don't exist for the material, so you have to go through all of the meshes to find // the non-empty ones. s_mesh_t *pSrcMesh = NULL; for ( i = 0; i < pStudioModel->nummeshes; i++ ) { if ( pSrc->texmap[pSrc->meshindex[i]] == textureSearchID ) { // woo hoo! found it. pSrcMesh = &pSrc->mesh[pSrc->meshindex[i]]; break; } } if ( !pSrcMesh ) { //printf( "%s doesn't have material %d\n", lodSMDName, textureSearchID ); // There aren't any triangles in this lower lod with this material on it. return; } CUtlVector indexMapping; indexMapping.AddMultipleToTail( pSrcMesh->numvertices ); for ( i = 0; i < pSrcMesh->numvertices; i++ ) { // get the mapping between indices in the lod and their real pool location. indexMapping[i] = pSrcModel->m_pLodData->pMeshVertIndexMaps[nLodID][pSrcMesh->vertexoffset + i]; } // build the lod's faces so indexes map to remapped vertexes for ( i = 0; i < pSrcMesh->numfaces; i++ ) { int index = meshTriangleList.AddToTail(); mstudioiface_t& newFace = meshTriangleList[index]; const s_face_t &srcFace = pSrc->face[pSrcMesh->faceoffset + i]; newFace.a = indexMapping[srcFace.a]; newFace.b = indexMapping[srcFace.b]; newFace.c = indexMapping[srcFace.c]; } } bool ComparePath( const char *a, const char *b ) { if ( strlen( a ) != strlen( b ) ) { return false; } // case and seperator invariant for ( ; *a; a++, b++ ) { if ( *a == *b ) { continue; } if ( tolower( *a ) == tolower( *b ) ) { continue; } if ( ( *a == '/' || *a == '\\' ) && ( *b == '/' || *b == '\\' ) ) { continue; } return false; } return true; } bool COptimizedModel::MeshNeedsRemoval( studiohdr_t *pHdr, mstudiomesh_t *pStudioMesh, LodScriptData_t& scriptLOD ) { mstudiotexture_t *ptexture; short *pskinref = pHdr->pSkinref( 0 ); ptexture = pHdr->pTexture( pskinref[ pStudioMesh->material ] ); const char *meshName = ptexture->material->GetName(); int i; for( i = 0; i < scriptLOD.meshRemovals.Size(); i++ ) { const char *meshRemovalName = scriptLOD.meshRemovals[i].GetSrcName(); if ( ComparePath( meshName, meshRemovalName ) ) { return true; } } return false; } //----------------------------------------------------------------------------- // Process the entire model, return stats... //----------------------------------------------------------------------------- void COptimizedModel::ProcessModel( studiohdr_t *pHdr, s_bodypart_t *pSrcBodyParts, TotalMeshStats_t& stats, bool bForceSoftwareSkin, bool bHWFlex ) { memset( &stats, 0, sizeof(stats) ); m_Models.RemoveAll(); int bodyPartID, modelID, meshID, lodID; for ( bodyPartID = 0; bodyPartID < pHdr->numbodyparts; bodyPartID++, stats.m_TotalBodyParts++ ) { mstudiobodyparts_t *pBodyPart = pHdr->pBodypart( bodyPartID ); s_bodypart_t *pSrcBodyPart = &pSrcBodyParts[bodyPartID]; for ( modelID = 0; modelID < pBodyPart->nummodels; modelID++, stats.m_TotalModels++ ) { int i = m_Models.AddToTail(); Model_t& newModel = m_Models[i]; mstudiomodel_t *pStudioModel = pBodyPart->pModel( modelID ); s_model_t *pSrcModel = pSrcBodyPart->pmodel[modelID]; for ( lodID = 0; lodID < g_ScriptLODs.Count(); lodID++, stats.m_TotalModelLODs++ ) { LodScriptData_t& scriptLOD = g_ScriptLODs[lodID]; s_source_t *pLODSource = pSrcModel->m_LodSources[lodID]; int i = newModel.modelLODs.AddToTail(); Assert( i == lodID ); ModelLOD_t& newLOD = newModel.modelLODs[i]; newLOD.switchPoint = scriptLOD.switchValue; // In this case, we've been told to remove the model if ( !pLODSource ) { if ( pSrcModel && stricmp( pSrcModel->name, "blank" ) != 0) { // This is nonsensical Assert( lodID != 0 ); } continue; } for ( meshID = 0; meshID < pStudioModel->nummeshes; meshID++, stats.m_TotalMeshes++ ) { #ifdef _DEBUG // printf( "bodyPart: %d model: %d modellod: %d mesh: %d\n", bodyPartID, modelID, lodID, meshID ); #endif mstudiomesh_t *pStudioMesh = pStudioModel->pMesh( meshID ); s_mesh_t *pSrcMesh = &pSrcModel->source->mesh[pSrcModel->source->meshindex[meshID]]; int i = newLOD.meshes.AddToTail(); Assert( i == meshID ); Mesh_t& newMesh = newLOD.meshes[i]; if ( MeshNeedsRemoval( pHdr, pStudioMesh, scriptLOD ) ) continue; #ifdef _DEBUG // int textureSearchID = material_to_texture( pStudioMesh->material ); // const char *pDebugName = pHdr->pTexture( textureSearchID )->pszName( ); #endif CUtlVector meshTriangleList; if ( pLODSource ) { // map the lod data to triangles // uses the original mesh redirected through a mapping table // this expects built per lod-to-root mapping tables to generate faces CreateLODTriangleList( pSrcModel, lodID, pLODSource, pStudioModel, pStudioMesh, meshTriangleList, false ); } else { // build the triangle list from the unmapped source SourceMeshToTriangleList( pSrcModel, pSrcMesh, meshTriangleList ); } ProcessMesh( &newMesh, pHdr, meshTriangleList, pStudioModel, pStudioMesh, !scriptLOD.GetFacialAnimationEnabled(), bForceSoftwareSkin, bHWFlex ); stats.m_TotalVerts += GetTotalVertsForMesh( &newMesh ); stats.m_TotalIndices += GetTotalIndicesForMesh( &newMesh ); stats.m_TotalStrips += GetTotalStripsForMesh( &newMesh ); stats.m_TotalStripGroups += GetTotalStripGroupsForMesh( &newMesh ); stats.m_TotalBoneStateChanges += GetTotalBoneStateChangesForMesh( &newMesh ); } } } } } //----------------------------------------------------------------------------- // Some processing that happens at the end //----------------------------------------------------------------------------- void COptimizedModel::MapGlobalBonesToHardwareBoneIDsAndSortBones( studiohdr_t *phdr ) { // garymcthack: holy jesus is this function long! #ifdef IGNORE_BONES return; #endif int *globalToHardwareBoneIndex; int hardwareToGlobalBoneIndex[MAX_NUM_BONES_PER_STRIP]; globalToHardwareBoneIndex = ( int * )_alloca( m_NumBones * sizeof( int ) ); Assert( globalToHardwareBoneIndex ); FileHeader_t *header = ( FileHeader_t * )m_FileBuffer->GetPointer( 0 ); for( int bodyPartID = 0; bodyPartID < header->numBodyParts; bodyPartID++ ) { BodyPartHeader_t *bodyPart = header->pBodyPart( bodyPartID ); mstudiobodyparts_t *pStudioBodyPart = phdr->pBodypart( bodyPartID ); for( int lodID = 0; lodID < header->numLODs; lodID++ ) { // Dear LORD! This needs to be in another function! (garymcthack) int i; for( i = 0; i < m_NumBones; i++ ) { globalToHardwareBoneIndex[i] = -1; } for( i = 0; i < MAX_NUM_BONES_PER_STRIP; i++ ) { hardwareToGlobalBoneIndex[i] = -1; } for( int modelID = 0; modelID < bodyPart->numModels; modelID++ ) { ModelHeader_t *model = bodyPart->pModel( modelID ); mstudiomodel_t *pStudioModel = pStudioBodyPart->pModel( modelID ); ModelLODHeader_t *pLOD = model->pLOD( lodID ); for( int meshID = 0; meshID < pLOD->numMeshes; meshID++ ) { MeshHeader_t *mesh = pLOD->pMesh( meshID ); mstudiomesh_t *pStudioMesh = pStudioModel->pMesh( meshID ); for( int stripGroupID = 0; stripGroupID < mesh->numStripGroups; stripGroupID++ ) { // Only do this to HW-skinned meshes StripGroupHeader_t *pStripGroup = mesh->pStripGroup( stripGroupID ); if( !( pStripGroup->flags & STRIPGROUP_IS_HWSKINNED ) ) { continue; } for( int stripID = 0; stripID < pStripGroup->numStrips; stripID++ ) { // printf( "UPDATING BONE STATE\n" ); StripHeader_t *pStrip = pStripGroup->pStrip( stripID ); // Generate mapping back and forth between hardware IDs and original bone IDs int boneStateChangeID; for( boneStateChangeID = 0; boneStateChangeID < pStrip->numBoneStateChanges; boneStateChangeID++ ) { BoneStateChangeHeader_t *pBoneStateChange = pStrip->pBoneStateChange( boneStateChangeID ); globalToHardwareBoneIndex[pBoneStateChange->newBoneID] = pBoneStateChange->hardwareID; if( pBoneStateChange->hardwareID != -1 ) { hardwareToGlobalBoneIndex[pBoneStateChange->hardwareID] = pBoneStateChange->newBoneID; } } int vertID; for( vertID = 0; vertID < pStrip->numVerts; vertID++ ) { Vertex_t *vert = pStripGroup->pVertex( vertID + pStrip->vertOffset ); int boneID; for( boneID = 0; boneID < header->maxBonesPerVert; boneID++ ) { int globalBoneID = vert->boneID[boneID]; if( globalBoneID == -1 ) { // this index isn't used. vert->boneID[boneID] = 0; // make sure it's associated weight is zero. // Assert( vert->boneWeights[boneID] == 0 ); continue; } Assert( globalBoneID >= 0 && globalBoneID < m_NumBones ); vert->boneID[boneID] = globalToHardwareBoneIndex[globalBoneID]; Assert( vert->boneID[boneID] >= 0 && vert->boneID[boneID] < header->maxBonesPerStrip ); } // We only do index palette skinning when we're not doing fixed function if (m_UsesFixedFunction) { // bool flexed = pStripGroup->flags & STRIPGROUP_IS_FLEXED; SortBonesWithinVertex( false /* flexed */, vert, pStudioModel, pStudioMesh, globalToHardwareBoneIndex, hardwareToGlobalBoneIndex, m_MaxBonesPerTri, m_MaxBonesPerVert ); } } } } } } } } } //----------------------------------------------------------------------------- // // The following methods are associated with writing a .vtx file // //----------------------------------------------------------------------------- void COptimizedModel::WriteHeader( int vertCacheSize, int maxBonesPerVert, int maxBonesPerTri, int maxBonesPerStrip, int numBodyParts, long checkSum ) { FileHeader_t fileHeader; fileHeader.version = OPTIMIZED_MODEL_FILE_VERSION; fileHeader.vertCacheSize = vertCacheSize; fileHeader.maxBonesPerTri = IsUShort( maxBonesPerTri ); fileHeader.maxBonesPerVert = maxBonesPerVert; fileHeader.maxBonesPerStrip = IsUShort( maxBonesPerStrip ); fileHeader.numBodyParts = numBodyParts; fileHeader.bodyPartOffset = sizeof( FileHeader_t ); fileHeader.checkSum = checkSum; fileHeader.numLODs = g_ScriptLODs.Size(); fileHeader.materialReplacementListOffset = m_MaterialReplacementsListOffset; m_FileBuffer->WriteAt( 0, &fileHeader, sizeof( FileHeader_t ), "header" ); #ifdef _DEBUG // FileHeader_t *debug = ( FileHeader_t * )m_FileBuffer->GetPointer( 0 ); // BodyPartHeader_t *pBodyPart = debug->pBodyPart( 0 ); #endif } void COptimizedModel::WriteBodyPart( int bodyPartID, mstudiobodyparts_t *pBodyPart, int modelID ) { BodyPartHeader_t bodyPart; bodyPart.numModels = pBodyPart->nummodels; int bodyPartOffset = m_BodyPartsOffset + bodyPartID * sizeof( BodyPartHeader_t ); int modelFileOffset = m_ModelsOffset + modelID * sizeof( ModelHeader_t ); bodyPart.modelOffset = modelFileOffset - bodyPartOffset; m_FileBuffer->WriteAt( bodyPartOffset, &bodyPart, sizeof( BodyPartHeader_t ), "bodypart" ); #ifdef _DEBUG // BodyPartHeader_t *debug = ( BodyPartHeader_t * )m_FileBuffer->GetPointer( bodyPartOffset ); // ModelHeader_t *pModel = debug->pModel( 0 ); #endif } void COptimizedModel::WriteModel( int modelID, mstudiomodel_t *pModel, int lodID ) { ModelHeader_t model; model.numLODs = IsChar( g_ScriptLODs.Size() ); int modelFileOffset = m_ModelsOffset + modelID * sizeof( ModelHeader_t ); int lodFileOffset = m_ModelLODsOffset + lodID * sizeof( ModelLODHeader_t ); model.lodOffset = lodFileOffset - modelFileOffset; m_FileBuffer->WriteAt( modelFileOffset, &model, sizeof( ModelHeader_t ), "model" ); #ifdef _DEBUG // ModelHeader_t *debug = ( ModelHeader_t * )m_FileBuffer->GetPointer( modelFileOffset ); // ModelLODHeader_t *pLOD = debug->pLOD( 0 ); #endif } void COptimizedModel::WriteModelLOD( int lodID, ModelLOD_t *pLOD, int meshID ) { ModelLODHeader_t lod; int lodFileOffset = m_ModelLODsOffset + lodID * sizeof( ModelLODHeader_t ); int meshFileOffset = m_MeshesOffset + meshID * sizeof( MeshHeader_t ); lod.meshOffset = meshFileOffset - lodFileOffset; lod.numMeshes = pLOD->meshes.Size(); lod.switchPoint = pLOD->switchPoint; m_FileBuffer->WriteAt( lodFileOffset, &lod, sizeof( ModelLODHeader_t ), "modellod" ); #ifdef _DEBUG // ModelLODHeader_t *debug = ( ModelLODHeader_t * )m_FileBuffer->GetPointer( lodFileOffset ); // MeshHeader_t *pMesh = debug->pMesh( 0 ); #endif } void COptimizedModel::WriteMesh( int meshID, Mesh_t *pMesh, int stripGroupID ) { MeshHeader_t mesh; mesh.numStripGroups = IsChar( pMesh->stripGroups.Size() ); int meshFileOffset = m_MeshesOffset + meshID * sizeof( MeshHeader_t ); int stripGroupFileOffset = m_StripGroupsOffset + stripGroupID * sizeof( StripGroupHeader_t ); mesh.stripGroupHeaderOffset = stripGroupFileOffset - meshFileOffset; mesh.flags = pMesh->flags; m_FileBuffer->WriteAt( meshFileOffset, &mesh, sizeof( MeshHeader_t ), "mesh" ); #ifdef _DEBUG // MeshHeader_t *debug = ( MeshHeader_t * )m_FileBuffer->GetPointer( meshFileOffset ); // StripGroupHeader_t *pStripGroup = debug->pStripGroup( 0 ); #endif } void COptimizedModel::WriteStripGroup( int stripGroupID, StripGroup_t *pStripGroup, int vertID, int indexID, int stripID ) { StripGroupHeader_t stripGroup; stripGroup.numVerts = pStripGroup->verts.Size(); stripGroup.numIndices = pStripGroup->indices.Size(); stripGroup.numStrips = pStripGroup->strips.Size(); stripGroup.flags = IsByte( pStripGroup->flags ); int stripGroupFileOffset = m_StripGroupsOffset + stripGroupID * sizeof( StripGroupHeader_t ); int vertsFileOffset = m_VertsOffset + vertID * sizeof( Vertex_t ); int indicesFileOffset = m_IndicesOffset + indexID * sizeof( unsigned short ); int stripsFileOffset = m_StripsOffset + stripID * sizeof( StripHeader_t ); stripGroup.vertOffset = vertsFileOffset - stripGroupFileOffset; stripGroup.indexOffset = indicesFileOffset - stripGroupFileOffset; stripGroup.stripOffset = stripsFileOffset - stripGroupFileOffset; m_FileBuffer->WriteAt( stripGroupFileOffset, &stripGroup, sizeof( StripGroupHeader_t), "strip group" ); #ifdef _DEBUG // StripGroupHeader_t *debug = ( StripGroupHeader_t * )m_FileBuffer->GetPointer( stripGroupFileOffset ); // unsigned short *pIndex = debug->pIndex( 0 ); // Vertex_t *pVert = debug->pVertex( 0 ); // StripHeader_t *pStripHeader = debug->pStrip( 0 ); #endif } int COptimizedModel::WriteVerts( int vertID, StripGroup_t *pStripGroup ) { int vertFileOffset = m_VertsOffset + vertID * sizeof( Vertex_t ); int numVerts = pStripGroup->verts.Size(); m_FileBuffer->WriteAt( vertFileOffset, &pStripGroup->verts[0], sizeof( Vertex_t ) * numVerts, "verts" ); #ifdef _DEBUG // Vertex_t *debug = ( Vertex_t * )m_FileBuffer->GetPointer( vertFileOffset ); #endif return numVerts; } int COptimizedModel::WriteIndices( int indexID, StripGroup_t *pStripGroup ) { int indexFileOffset = m_IndicesOffset + indexID * sizeof( unsigned short ); int numIndices = pStripGroup->indices.Size(); m_FileBuffer->WriteAt( indexFileOffset, &pStripGroup->indices[0], sizeof( unsigned short ) * numIndices, "indices" ); #ifdef _DEBUG // unsigned short *debug = ( unsigned short * )m_FileBuffer->GetPointer( indexFileOffset ); #endif return numIndices; } void COptimizedModel::WriteStrip( int stripID, Strip_t *pStrip, int indexID, int vertID, int boneID ) { StripHeader_t stripHeader; stripHeader.numIndices = pStrip->numStripGroupIndices; stripHeader.indexOffset = pStrip->stripGroupIndexOffset; stripHeader.numVerts = pStrip->numStripGroupVerts; stripHeader.vertOffset = pStrip->stripGroupVertexOffset; stripHeader.numBoneStateChanges = pStrip->numBoneStateChanges; stripHeader.numBones = IsShort( pStrip->numBones ); stripHeader.flags = IsByte( pStrip->flags ); int boneFileOffset = m_BoneStageChangesOffset + boneID * sizeof( BoneStateChangeHeader_t ); int stripFileOffset = m_StripsOffset + stripID * sizeof( StripHeader_t ); stripHeader.boneStateChangeOffset = IsInt24( boneFileOffset - stripFileOffset ); m_FileBuffer->WriteAt( stripFileOffset, &stripHeader, sizeof( StripHeader_t ), "strip" ); #ifdef _DEBUG // StripHeader_t *debug = ( StripHeader_t* )m_FileBuffer->GetPointer( stripFileOffset ); // BoneStateChangeHeader_t *pBoneStateChange = debug->pBoneStateChange( 0 ); #endif } void COptimizedModel::WriteBoneStateChange( int boneID, BoneStateChange_t *boneStateChange ) { BoneStateChangeHeader_t boneHeader; boneHeader.hardwareID = boneStateChange->hardwareID; boneHeader.newBoneID = boneStateChange->newBoneID; int boneFileOffset = m_BoneStageChangesOffset + boneID * sizeof( BoneStateChangeHeader_t ); #if 0 printf( "\tboneStateChange: hwid: %d boneID %d\n", ( int )boneHeader.hardwareID, ( int )boneHeader.newBoneID ); #endif m_FileBuffer->WriteAt( boneFileOffset, &boneHeader, sizeof( BoneStateChangeHeader_t ), "bone" ); #ifdef _DEBUG // BoneStateChangeHeader_t *debug = ( BoneStateChangeHeader_t * )m_FileBuffer->GetPointer( boneFileOffset ); #endif } void COptimizedModel::ZeroNumBones( void ) { FileHeader_t *header = ( FileHeader_t * )m_FileBuffer->GetPointer( 0 ); int bodyPartID, modelID, lodID, meshID, stripGroupID, vertID, stripID; for( bodyPartID = 0; bodyPartID < header->numBodyParts; bodyPartID++ ) { BodyPartHeader_t *pBodyPart = header->pBodyPart( bodyPartID ); for( modelID = 0; modelID < pBodyPart->numModels; modelID++ ) { ModelHeader_t *pModel = pBodyPart->pModel( modelID ); for( lodID = 0; lodID < pModel->numLODs; lodID++ ) { ModelLODHeader_t *pLOD = pModel->pLOD( lodID ); for( meshID = 0; meshID < pLOD->numMeshes; meshID++ ) { MeshHeader_t *pMesh = pLOD->pMesh( meshID ); for( stripGroupID = 0; stripGroupID < pMesh->numStripGroups; stripGroupID++ ) { StripGroupHeader_t *pStripGroup = pMesh->pStripGroup( stripGroupID ); for( vertID = 0; vertID < pStripGroup->numVerts; vertID++ ) { Vertex_t *pVert = pStripGroup->pVertex( vertID ); pVert->numBones = 0; } for( stripID = 0; stripID < pStripGroup->numStrips; stripID++ ) { StripHeader_t *pStrip = pStripGroup->pStrip( stripID ); pStrip->numBones = 0; pStrip->numBoneStateChanges = 0; } } } } } } } void COptimizedModel::WriteStringTable( int stringTableOffset ) { int stringTableSize = s_StringTable.CalcSize(); if( stringTableSize == 0 ) { return; } char *pTmp = new char[stringTableSize]; s_StringTable.WriteToMem( pTmp ); m_FileBuffer->WriteAt( stringTableOffset, pTmp, stringTableSize, "string table" ); // char *pDebug = ( char * )m_FileBuffer->GetPointer( stringTableOffset ); delete [] pTmp; } void COptimizedModel::WriteMaterialReplacements( int materialReplacementsOffset ) { int offset = materialReplacementsOffset; int i, j; int numLODs = g_ScriptLODs.Size(); for( i = 0; i < numLODs; i++ ) { LodScriptData_t &scriptLOD = g_ScriptLODs[i]; for( j = 0; j < scriptLOD.materialReplacements.Size(); j++ ) { CLodScriptReplacement_t &materialReplacement = scriptLOD.materialReplacements[j]; MaterialReplacementHeader_t tmpHeader; tmpHeader.materialID = FindMaterialByName( materialReplacement.GetSrcName() ); tmpHeader.replacementMaterialNameOffset = m_StringTableOffset + s_StringTable.StringTableOffset( materialReplacement.GetDstName() ) - offset; m_FileBuffer->WriteAt( offset, &tmpHeader, sizeof( tmpHeader ), "material replacements" ); offset += sizeof( MaterialReplacementHeader_t ); } } } void COptimizedModel::WriteMaterialReplacementLists( int materialReplacementsOffset, int materialReplacementListOffset ) { int replacementOffset = materialReplacementsOffset; int offset = materialReplacementListOffset; int i; int numLODs = g_ScriptLODs.Size(); for( i = 0; i < numLODs; i++ ) { LodScriptData_t &scriptLOD = g_ScriptLODs[i]; MaterialReplacementListHeader_t tmpHeader; tmpHeader.numReplacements = IsChar( scriptLOD.materialReplacements.Size() ); tmpHeader.replacementOffset = IsInt24( replacementOffset - offset ); m_FileBuffer->WriteAt( offset, &tmpHeader, sizeof( tmpHeader ), "material replacement headers" ); MaterialReplacementListHeader_t *pDebugList = ( MaterialReplacementListHeader_t * )m_FileBuffer->GetPointer( offset ); if( pDebugList->numReplacements ) { // MaterialReplacementHeader_t *pDebug = pDebugList->pMaterialReplacement( 0 ); // const char *string = pDebug->pMaterialReplacementName(); } replacementOffset += tmpHeader.numReplacements * sizeof( MaterialReplacementHeader_t ); offset += sizeof( MaterialReplacementListHeader_t ); } } void COptimizedModel::SanityCheckVertexBoneLODFlags( studiohdr_t *pStudioHdr, FileHeader_t *pVtxHeader ) { int bodyPartID; for( bodyPartID = 0; bodyPartID < pStudioHdr->numbodyparts; bodyPartID++ ) { mstudiobodyparts_t *pBodyPart = pStudioHdr->pBodypart( bodyPartID ); BodyPartHeader_t *pVtxBodyPart = pVtxHeader->pBodyPart( bodyPartID ); int modelID; for( modelID = 0; modelID < pBodyPart->nummodels; modelID++ ) { mstudiomodel_t *pModel = pBodyPart->pModel( modelID ); ModelHeader_t *pVtxModel = pVtxBodyPart->pModel( modelID ); int lodID; for( lodID = 0; lodID < pVtxModel->numLODs; lodID++ ) { ModelLODHeader_t *pVtxLOD = pVtxModel->pLOD( lodID ); int meshID; Assert( pVtxLOD->numMeshes == pModel->nummeshes ); for( meshID = 0; meshID < pVtxLOD->numMeshes; meshID++ ) { MeshHeader_t *pVtxMesh = pVtxLOD->pMesh( meshID ); mstudiomesh_t *pMesh = pModel->pMesh( meshID ); int stripGroupID; for( stripGroupID = 0; stripGroupID < pVtxMesh->numStripGroups; stripGroupID++ ) { StripGroupHeader_t *pStripGroup = pVtxMesh->pStripGroup( stripGroupID ); int vertID; for( vertID = 0; vertID < pStripGroup->numVerts; vertID++ ) { Vertex_t *pVertex = pStripGroup->pVertex( vertID ); Vector pos = GetOrigVertPosition( pModel, pMesh, pVertex ); const mstudioboneweight_t &boneWeight = GetOrigVertBoneWeight( pModel, pMesh, pVertex ); int i; for( i = 0; i < boneWeight.numbones; i++ ) { mstudiobone_t *pBone = pStudioHdr->pBone( boneWeight.bone[i] ); // const char *pBoneName = pBone->pszName(); if (!( pBone->flags & ( BONE_USED_BY_VERTEX_LOD0 << lodID ) )) { MdlError("Mismarked Bone flag"); } } } } } } } } } void COptimizedModel::WriteVTXFile( studiohdr_t *pHdr, const char *pFileName, TotalMeshStats_t const& stats ) { // calculate file offsets m_FileBuffer = new CFileBuffer( FILEBUFFER_SIZE ); m_BodyPartsOffset = sizeof( FileHeader_t ); m_ModelsOffset = m_BodyPartsOffset + sizeof( BodyPartHeader_t ) * stats.m_TotalBodyParts; m_ModelLODsOffset = m_ModelsOffset + sizeof( ModelHeader_t ) * stats.m_TotalModels; m_MeshesOffset = m_ModelLODsOffset + sizeof( ModelLODHeader_t ) * stats.m_TotalModelLODs; m_StripGroupsOffset = m_MeshesOffset + sizeof( MeshHeader_t ) * stats.m_TotalMeshes; m_StripsOffset = m_StripGroupsOffset + sizeof( StripGroupHeader_t ) * stats.m_TotalStripGroups; m_VertsOffset = m_StripsOffset + sizeof( StripHeader_t ) * stats.m_TotalStrips; m_IndicesOffset = m_VertsOffset + sizeof( Vertex_t ) * stats.m_TotalVerts; m_BoneStageChangesOffset = m_IndicesOffset + sizeof( unsigned short ) * stats.m_TotalIndices; m_StringTableOffset = m_BoneStageChangesOffset + sizeof( BoneStateChangeHeader_t ) * stats.m_TotalBoneStateChanges; m_MaterialReplacementsOffset = m_StringTableOffset + s_StringTable.CalcSize(); m_MaterialReplacementsListOffset = m_MaterialReplacementsOffset + stats.m_TotalMaterialReplacements * sizeof( MaterialReplacementHeader_t ); m_EndOfFileOffset = m_MaterialReplacementsListOffset + g_ScriptLODs.Count() * sizeof( MaterialReplacementListHeader_t ); int curModel = 0; int curLOD = 0; int curMesh = 0; int curStrip = 0; int curStripGroup = 0; int curVert = 0; int curIndex = 0; int curBoneStateChange = 0; int deltaModel = 0; int deltaLOD = 0; int deltaMesh = 0; int deltaStrip = 0; int deltaStripGroup = 0; int deltaVert = 0; int deltaIndex = 0; int deltaBoneStateChange = 0; WriteStringTable( m_StringTableOffset ); WriteMaterialReplacements( m_MaterialReplacementsOffset ); WriteMaterialReplacementLists( m_MaterialReplacementsOffset, m_MaterialReplacementsListOffset ); for( int bodyPartID = 0; bodyPartID < pHdr->numbodyparts; bodyPartID++ ) { mstudiobodyparts_t *pBodyPart = pHdr->pBodypart( bodyPartID ); for( int modelID = 0; modelID < pBodyPart->nummodels; modelID++ ) { mstudiomodel_t *pStudioModel = pBodyPart->pModel( modelID ); Model_t *pModel = &m_Models[curModel + deltaModel]; for( int lodID = 0; lodID < g_ScriptLODs.Count(); lodID++ ) { // printf( "lod: %d\n", lodID ); ModelLOD_t *pLOD = &pModel->modelLODs[lodID]; for( int meshID = 0; meshID < pStudioModel->nummeshes; meshID++ ) { Mesh_t *pMesh = &pLOD->meshes[meshID]; for( int stripGroupID = 0; stripGroupID < pMesh->stripGroups.Count(); stripGroupID++ ) { StripGroup_t *pStripGroup = &pMesh->stripGroups[stripGroupID]; deltaVert += WriteVerts( curVert + deltaVert, pStripGroup ); deltaIndex += WriteIndices( curIndex + deltaIndex, pStripGroup ); int nStripCount = pStripGroup->strips.Count(); for( int stripID = 0; stripID < nStripCount; stripID++ ) { Strip_t *pStrip = &pStripGroup->strips[stripID]; for( int boneStateChangeID = 0; boneStateChangeID < pStrip->numBoneStateChanges; boneStateChangeID++ ) { WriteBoneStateChange( curBoneStateChange + deltaBoneStateChange, &pStrip->boneStateChanges[boneStateChangeID] ); deltaBoneStateChange++; } WriteStrip( curStrip + deltaStrip, pStrip, curIndex, curVert, curBoneStateChange ); deltaStrip++; curBoneStateChange += deltaBoneStateChange; deltaBoneStateChange = 0; } WriteStripGroup( curStripGroup + deltaStripGroup, pStripGroup, curVert, curIndex, curStrip ); deltaStripGroup++; curStrip += deltaStrip; deltaStrip = 0; curVert += deltaVert; deltaVert = 0; curIndex += deltaIndex; deltaIndex = 0; } WriteMesh( curMesh + deltaMesh, pMesh, curStripGroup ); deltaMesh++; curStripGroup += deltaStripGroup; deltaStripGroup = 0; } WriteModelLOD( curLOD + deltaLOD, pLOD, curMesh ); deltaLOD++; curMesh += deltaMesh; deltaMesh = 0; } WriteModel( curModel + deltaModel, pStudioModel, curLOD ); deltaModel++; curLOD += deltaLOD; deltaLOD = 0; } WriteBodyPart( bodyPartID, pBodyPart, curModel ); curModel += deltaModel; deltaModel = 0; } WriteHeader( m_VertexCacheSize, m_MaxBonesPerVert, m_MaxBonesPerTri, m_MaxBonesPerStrip, pHdr->numbodyparts, pHdr->checksum ); #ifdef _DEBUG m_FileBuffer->TestWritten( m_EndOfFileOffset ); #endif MapGlobalBonesToHardwareBoneIDsAndSortBones( pHdr ); // DebugCompareVerts( phdr ); SanityCheckAgainstStudioHDR( pHdr ); if ( !g_quiet ) { OutputMemoryUsage(); } RemoveRedundantBoneStateChanges(); if( g_staticprop ) { ZeroNumBones(); } // Show statistics #ifdef _DEBUG // ShowStats(); #endif m_FileBuffer->WriteToFile( pFileName, m_EndOfFileOffset ); FileHeader_t *pVtxHeader = ( FileHeader_t * )m_FileBuffer->GetPointer( 0 ); SanityCheckVertexBoneLODFlags( pHdr, pVtxHeader ); } static void MergeLikeBoneIndicesWithinVert( mstudioboneweight_t *pBoneWeight ) { if( pBoneWeight->numbones == 1 ) { return; } int i, j; int realNumBones = pBoneWeight->numbones; for( i = 0; i < pBoneWeight->numbones; i++ ) { for( j = i+1; j < pBoneWeight->numbones; j++ ) { if( ( pBoneWeight->bone[i] == pBoneWeight->bone[j] ) && ( pBoneWeight->weight[i] != 0.0f ) ) { pBoneWeight->weight[i] += pBoneWeight->weight[j]; pBoneWeight->weight[j] = 0.0f; realNumBones--; } } } // force all of the -1's at the end with a bubble sort float tmpWeight; int tmpIndex; // bubble sort the bones. for( j = pBoneWeight->numbones; j > 1; j-- ) { int k; for( k = 0; k < j - 1; k++ ) { if( ( pBoneWeight->weight[k] == 0.0f ) && ( pBoneWeight->weight[k+1] != 0.0f ) ) { // swap tmpIndex = pBoneWeight->bone[k]; tmpWeight = pBoneWeight->weight[k]; pBoneWeight->bone[k] = pBoneWeight->bone[k+1]; pBoneWeight->weight[k] = pBoneWeight->weight[k+1]; pBoneWeight->bone[k+1] = tmpIndex; pBoneWeight->weight[k+1] = tmpWeight; } } } pBoneWeight->numbones = realNumBones; } static void MergeLikeBoneIndicesWithinVerts( studiohdr_t *pHdr ) { int bodyPartID, modelID, vertID; for( bodyPartID = 0; bodyPartID < pHdr->numbodyparts; bodyPartID++ ) { mstudiobodyparts_t *pBodyPart = pHdr->pBodypart( bodyPartID ); for( modelID = 0; modelID < pBodyPart->nummodels; modelID++ ) { mstudiomodel_t *pModel = pBodyPart->pModel( modelID ); for( vertID = 0; vertID < pModel->numvertices; vertID++ ) { const mstudio_modelvertexdata_t *vertData = pModel->GetVertexData(); Assert( vertData ); // This can only return NULL on X360 for now mstudioboneweight_t *pBoneWeight = vertData->BoneWeights( vertID ); MergeLikeBoneIndicesWithinVert( pBoneWeight ); } } } } void COptimizedModel::PrintBoneStateChanges( studiohdr_t *phdr, int lod ) { FileHeader_t *header = ( FileHeader_t * )m_FileBuffer->GetPointer( 0 ); for( int bodyPartID = 0; bodyPartID < header->numBodyParts; bodyPartID++ ) { BodyPartHeader_t *bodyPart = header->pBodyPart( bodyPartID ); // mstudiobodyparts_t *pStudioBodyPart = phdr->pBodypart( bodyPartID ); // for( int lodID = 0; lodID < header->numLODs; lodID++ ) int lodID = lod; { for( int modelID = 0; modelID < bodyPart->numModels; modelID++ ) { ModelHeader_t *model = bodyPart->pModel( modelID ); // mstudiomodel_t *pStudioModel = pStudioBodyPart->pModel( modelID ); ModelLODHeader_t *pLOD = model->pLOD( lodID ); for( int meshID = 0; meshID < pLOD->numMeshes; meshID++ ) { MeshHeader_t *mesh = pLOD->pMesh( meshID ); // mstudiomesh_t *pStudioMesh = pStudioModel->pMesh( meshID ); for( int stripGroupID = 0; stripGroupID < mesh->numStripGroups; stripGroupID++ ) { StripGroupHeader_t *pStripGroup = mesh->pStripGroup( stripGroupID ); for( int stripID = 0; stripID < pStripGroup->numStrips; stripID++ ) { StripHeader_t *pStrip = pStripGroup->pStrip( stripID ); for( int boneStateChangeID = 0; boneStateChangeID < pStrip->numBoneStateChanges; boneStateChangeID++ ) { BoneStateChangeHeader_t *pBoneStateChange = pStrip->pBoneStateChange( boneStateChangeID ); printf( "bone change: hwid: %d boneid: %d (%s)\n", ( int )pBoneStateChange->hardwareID, ( int )pBoneStateChange->newBoneID, g_bonetable[pBoneStateChange->newBoneID].name); } } } } } } } } void COptimizedModel::PrintVerts( studiohdr_t *phdr, int lod ) { FileHeader_t *header = ( FileHeader_t * )m_FileBuffer->GetPointer( 0 ); for( int bodyPartID = 0; bodyPartID < header->numBodyParts; bodyPartID++ ) { BodyPartHeader_t *bodyPart = header->pBodyPart( bodyPartID ); mstudiobodyparts_t *pStudioBodyPart = phdr->pBodypart( bodyPartID ); // for( int lodID = 0; lodID < header->numLODs; lodID++ ) int lodID = lod; { for( int modelID = 0; modelID < bodyPart->numModels; modelID++ ) { ModelHeader_t *model = bodyPart->pModel( modelID ); mstudiomodel_t *pStudioModel = pStudioBodyPart->pModel( modelID ); ModelLODHeader_t *pLOD = model->pLOD( lodID ); for( int meshID = 0; meshID < pLOD->numMeshes; meshID++ ) { MeshHeader_t *mesh = pLOD->pMesh( meshID ); mstudiomesh_t *pStudioMesh = pStudioModel->pMesh( meshID ); for( int stripGroupID = 0; stripGroupID < mesh->numStripGroups; stripGroupID++ ) { StripGroupHeader_t *pStripGroup = mesh->pStripGroup( stripGroupID ); for( int vertID = 0; vertID < pStripGroup->numVerts; vertID++ ) { PrintVert( pStripGroup->pVertex( vertID ), pStudioModel, pStudioMesh ); } } } } } } } static int CalcNumMaterialReplacements() { int i; int numReplacements = 0; int numLODs = g_ScriptLODs.Size(); for( i = 0; i < numLODs; i++ ) { LodScriptData_t &scriptLOD = g_ScriptLODs[i]; numReplacements += scriptLOD.materialReplacements.Size(); } return numReplacements; } //----------------------------------------------------------------------------- // // Main entry point // //----------------------------------------------------------------------------- bool COptimizedModel::OptimizeFromStudioHdr( studiohdr_t *pHdr, s_bodypart_t *pSrcBodyParts, int vertCacheSize, bool usesFixedFunction, bool bForceSoftwareSkin, bool bHWFlex, int maxBonesPerVert, int maxBonesPerTri, int maxBonesPerStrip, const char *pFileName, const char *glViewFileName ) { Assert( maxBonesPerVert <= MAX_NUM_BONES_PER_VERT ); Assert( maxBonesPerTri <= MAX_NUM_BONES_PER_TRI ); Assert( maxBonesPerStrip <= MAX_NUM_BONES_PER_STRIP ); MergeLikeBoneIndicesWithinVerts( pHdr ); // Some initialization shite SetupMeshProcessing( pHdr, vertCacheSize, usesFixedFunction, maxBonesPerVert, maxBonesPerTri, maxBonesPerStrip, pFileName ); // The dude that does it all TotalMeshStats_t stats; ProcessModel( pHdr, pSrcBodyParts, stats, bForceSoftwareSkin, bHWFlex ); stats.m_TotalMaterialReplacements = CalcNumMaterialReplacements(); // Write it out to disk WriteVTXFile( pHdr, pFileName, stats ); // Write out debugging files.... WriteGLViewFiles( pHdr, glViewFileName ); // DebugCrap( pHdr ); // PrintBoneStateChanges( pHdr, 1 ); // PrintVerts( pHdr, 1 ); delete m_FileBuffer; m_FileBuffer = NULL; if( m_NumSkinnedAndFlexedVerts != 0 ) { MdlWarning( "!!!!WARNING!!!!: %d flexed verts had more than one bone influence. . will use SLOW path in engine\n", m_NumSkinnedAndFlexedVerts ); } CleanupEverything(); return true; } static int numGLViewTrangles = 0; static int numGLViewSWDegenerates = 0; static int numGLViewHWDegenerates = 0; enum { GLVIEWDRAW_TRILIST, GLVIEWDRAW_TRISTRIP, GLVIEWDRAW_NONE }; static int s_DrawMode; static int s_LastThreeIndices[3]; static Vertex_t s_LastThreeVerts[3]; static Vector s_LastThreePositions[3]; static int s_ListID = 0; static bool s_Shrunk[3]; //----------------------------------------------------------------------------- // // The following methods are used in writing out GL View files // //----------------------------------------------------------------------------- void COptimizedModel::PrintVert( Vertex_t *v, mstudiomodel_t *pStudioModel, mstudiomesh_t *pStudioMesh ) { printf( "vert:\n" ); #if 0 printf( "\tposition: %f %f %f\n", v->position[0], v->position[1], v->position[2] ); printf( "\tnormal: %f %f %f\n", v->normal[0], v->normal[1], v->normal[2] ); printf( "\ttexcoord: %f %f\n", v->texCoord[0], v->texCoord[1] ); #endif printf( "\torigMeshVertID: %d\n", v->origMeshVertID ); printf( "\tnumBones: %d\n", v->numBones ); int i; // for( i = 0; i < MAX_NUM_BONES_PER_VERT; i++ ) for( i = 0; i < v->numBones; i++ ) { float boneWeight = GetOrigVertBoneWeightValue( pStudioModel, pStudioMesh, v, i ); printf( "\tboneID[%d]: %d weight: %f (%s)\n", i, ( int )v->boneID[i], boneWeight, g_bonetable[v->boneID[i]].name ); } } static float RandomFloat( float min, float max ) { float ret; ret = ( ( float )rand() ) / ( float )VALVE_RAND_MAX; ret *= max - min; ret += min; return ret; } Vector& COptimizedModel::GetOrigVertPosition( mstudiomodel_t *pStudioModel, mstudiomesh_t *pStudioMesh, Vertex_t *pVert ) { Assert( pStudioMesh->pModel() == pStudioModel ); const mstudio_meshvertexdata_t *vertData = pStudioMesh->GetVertexData(); Assert( vertData ); // This can only return NULL on X360 for now return *vertData->Position( pVert->origMeshVertID ); } float COptimizedModel::GetOrigVertBoneWeightValue( mstudiomodel_t *pStudioModel, mstudiomesh_t *pStudioMesh, Vertex_t *pVert, int boneID ) { Assert( pStudioMesh->pModel() == pStudioModel ); const mstudio_meshvertexdata_t *vertData = pStudioMesh->GetVertexData(); Assert( vertData ); // This can only return NULL on X360 for now return vertData->BoneWeights( pVert->origMeshVertID )->weight[pVert->boneWeightIndex[boneID]]; } mstudioboneweight_t &COptimizedModel::GetOrigVertBoneWeight( mstudiomodel_t *pStudioModel, mstudiomesh_t *pStudioMesh, Vertex_t *pVert ) { Assert( pStudioMesh->pModel() == pStudioModel ); const mstudio_meshvertexdata_t *vertData = pStudioMesh->GetVertexData(); Assert( vertData ); // This can only return NULL on X360 for now return *vertData->BoneWeights( pVert->origMeshVertID ); } int COptimizedModel::GetOrigVertBoneIndex( mstudiomodel_t *pStudioModel, mstudiomesh_t *pStudioMesh, Vertex_t *pVert, int boneID ) { Assert( pStudioMesh->pModel() == pStudioModel ); const mstudio_meshvertexdata_t *vertData = pStudioMesh->GetVertexData(); Assert( vertData ); // This can only return NULL on X360 for now return vertData->BoneWeights( pVert->origMeshVertID )->bone[pVert->boneWeightIndex[boneID]]; } void COptimizedModel::SetMeshPropsColor( unsigned int meshFlags, Vector& color ) { if( meshFlags & MESH_IS_TEETH ) { color[0] = 1.0f; color[1] = 0.0f; color[2] = 0.0f; } else if( meshFlags & MESH_IS_EYES ) { color[0] = 1.0f; color[1] = 1.0f; color[2] = 0.0f; } else { color[0] = 0.0f; color[1] = 1.0f; color[2] = 0.0f; } } void COptimizedModel::SetFlexedAndSkinColor( unsigned int glViewFlags, unsigned int stripGroupFlags, Vector& color ) { if( ( glViewFlags & WRITEGLVIEW_SHOWFLEXED ) && ( glViewFlags & WRITEGLVIEW_SHOWSW ) ) { if( ( stripGroupFlags & STRIPGROUP_IS_FLEXED ) && ( stripGroupFlags & STRIPGROUP_IS_HWSKINNED ) ) { // flexed and hw skinned = yellow color[0] = 1.0f; color[1] = 1.0f; color[2] = 0.0f; } else if( !( stripGroupFlags & STRIPGROUP_IS_FLEXED ) && ( stripGroupFlags & STRIPGROUP_IS_HWSKINNED ) ) { // not flexed and hw skinned = green color[0] = 0.0f; color[1] = 1.0f; color[2] = 0.0f; } else if( !( stripGroupFlags & STRIPGROUP_IS_FLEXED ) && !( stripGroupFlags & STRIPGROUP_IS_HWSKINNED ) ) { // not flexed and sw skinned = blue color[0] = 0.0f; color[1] = 0.0f; color[2] = 1.0f; } else if( ( stripGroupFlags & STRIPGROUP_IS_FLEXED ) && !( stripGroupFlags & STRIPGROUP_IS_HWSKINNED ) ) { // flexed and sw skinned = red color[0] = 1.0f; color[1] = 0.0f; color[2] = 0.0f; } else { Assert( 0 ); } } else if( glViewFlags & WRITEGLVIEW_SHOWFLEXED ) { if( stripGroupFlags & STRIPGROUP_IS_FLEXED ) { color[0] = 1.0f; color[1] = 0.0f; color[2] = 0.0f; } else { color[0] = 0.0f; color[1] = 1.0f; color[2] = 0.0f; } } else if( glViewFlags & WRITEGLVIEW_SHOWSW ) { if( stripGroupFlags & STRIPGROUP_IS_HWSKINNED ) { color[0] = 0.0f; color[1] = 1.0f; color[2] = 0.0f; } else { color[0] = 1.0f; color[1] = 0.0f; color[2] = 0.0f; } } } void COptimizedModel::SetColorFromNumVertexBones( int numBones, Vector& color ) { Vector numBonesColor[5] = { Vector( 0.0f, 0.0f, 0.0f ), // 0 bones = black Vector( 0.0f, 1.0f, 0.0f ), // 1 bone = green Vector( 1.0f, 1.0f, 0.0f ), // 2 bones = yellow Vector( 0.0f, 0.0f, 1.0f ), // 3 bones = blue Vector( 1.0f, 0.0f, 0.0f ) // 4 bones = red }; Assert( numBones >= 0 && numBones <= 4 ); VectorCopy( numBonesColor[numBones], color ); } void COptimizedModel::DrawGLViewTriangle( FILE *fp, Vector& pos1, Vector& pos2, Vector& pos3, Vector& color1, Vector& color2, Vector& color3 ) { numGLViewTrangles++; fprintf( fp, "3\n" ); fprintf( fp, "%f %f %f %f %f %f\n", pos1[0], pos1[1], pos1[2], color1[0], color1[1], color1[2] ); fprintf( fp, "%f %f %f %f %f %f\n", pos2[0], pos2[1], pos2[2], color2[0], color2[1], color2[2] ); fprintf( fp, "%f %f %f %f %f %f\n", pos3[0], pos3[1], pos3[2], color3[0], color3[1], color3[2] ); } //----------------------------------------------------------------------------- // use index to test for degenerates. . isn't used for anything else. //----------------------------------------------------------------------------- void COptimizedModel::GLViewVert( FILE *fp, Vertex_t vert, int index, Vector& color, mstudiomodel_t *pStudioModel, mstudiomesh_t *pStudioMesh, bool showSubStrips, float shrinkFactor ) { // CheckVertBoneWeights( &vert, pStudioModel, pStudioMesh ); Assert( s_DrawMode != GLVIEWDRAW_NONE ); int id = s_ListID % 3; s_LastThreeIndices[id] = index; s_LastThreeVerts[id] = vert; s_Shrunk[id] = false; VectorCopy( GetOrigVertPosition( pStudioModel, pStudioMesh, &s_LastThreeVerts[id] ), s_LastThreePositions[id] ); if( s_DrawMode == GLVIEWDRAW_TRILIST ) { // trilist if( id == 2 ) { ShrinkVerts( shrinkFactor ); DrawGLViewTriangle( fp, s_LastThreePositions[0], s_LastThreePositions[1], s_LastThreePositions[2], color, color, color ); } } else { // tristrip if( s_ListID >= 2 ) { // spit out the triangle with both facings. . doesn't matter if we // get the facing right for glview if( s_LastThreeIndices[0] == s_LastThreeIndices[1] || s_LastThreeIndices[1] == s_LastThreeIndices[2] || s_LastThreeIndices[0] == s_LastThreeIndices[2] ) { // skip degenerate triangles numGLViewHWDegenerates++; if( showSubStrips ) { RandomColor( color ); } } else if( !( s_ListID & 1 ) ) { ShrinkVerts( shrinkFactor ); DrawGLViewTriangle( fp, s_LastThreePositions[(id+0-2+3)%3], s_LastThreePositions[(id+1-2+3)%3], s_LastThreePositions[(id+2-2+3)%3], color, color, color ); } else { ShrinkVerts( shrinkFactor ); DrawGLViewTriangle( fp, s_LastThreePositions[(id+2-2+3)%3], s_LastThreePositions[(id+1-2+3)%3], s_LastThreePositions[(id+0-2+3)%3], color, color, color ); } } } s_ListID++; } void COptimizedModel::GLViewDrawEnd( void ) { s_DrawMode = GLVIEWDRAW_NONE; } /* void COptimizedModel::DebugCrap( studiohdr_t *phdr ) { FileHeader_t *header = ( FileHeader_t * )m_FileBuffer->GetPointer( 0 ); for( int bodyPartID = 0; bodyPartID < header->numBodyParts; bodyPartID++ ) { BodyPartHeader_t *bodyPart = header->pBodyPart( bodyPartID ); mstudiobodyparts_t *pStudioBodyPart = phdr->pBodypart( bodyPartID ); for( int modelID = 0; modelID < bodyPart->numModels; modelID++ ) { ModelHeader_t *model = bodyPart->pModel( modelID ); mstudiomodel_t *pStudioModel = pStudioBodyPart->pModel( modelID ); for( int lodID = 0; lodID < model->numLODs; lodID++ ) { char tmp[256]; sprintf( tmp, "crap.lod%d", lodID ); printf( "writing %s\n", tmp ); FILE *fp = fopen( tmp, "w" ); if( !fp ) { printf( "can't write crap file %s\n", tmp ); return; } ModelLODHeader_t *pLOD = model->pLOD( lodID ); for( int meshID = 0; meshID < pLOD->numMeshes; meshID++ ) { MeshHeader_t *mesh = pLOD->pMesh( meshID ); mstudiomesh_t *pStudioMesh = pStudioModel->pMesh( meshID ); for( int stripGroupID = 0; stripGroupID < mesh->numStripGroups; stripGroupID++ ) { StripGroupHeader_t *pStripGroup = mesh->pStripGroup( stripGroupID ); for( int stripID = 0; stripID < pStripGroup->numStrips; stripID++ ) { StripHeader_t *pStrip = pStripGroup->pStrip( stripID ); for( int indexID = 0; indexID < pStrip->numIndices; indexID++ ) { int id = *pStripGroup->pIndex( indexID + pStrip->indexOffset ); Vertex_t& vert = *pStripGroup->pVertex( id ); Vector& vertPos = GetOrigVertPosition( pStudioModel, pStudioMesh, &vert ); fprintf( fp, "mesh: %04d origvertid: %04d pos: %0.2f %0.2f %0.2f ", meshID, vert.origMeshVertID, vertPos[0], vertPos[1], vertPos[2] ); int i; for( i = 0; i < vert.numBones; i++ ) { float boneWeight; boneWeight = GetOrigVertBoneWeightValue( pStudioModel, pStudioMesh, &vert, i ); int boneID; boneID = GetOrigVertBoneIndex( pStudioModel, pStudioMesh, &vert, i ); fprintf( fp, "bone: %d %0.1f ", boneID, boneWeight ); } fprintf( fp, "\n" ); } } } } fclose( fp ); } } } } */ void COptimizedModel::WriteGLViewFile( studiohdr_t *phdr, const char *pFileName, unsigned int flags, float shrinkFactor ) { Vector color; RandomColor( color ); FileHeader_t *header = ( FileHeader_t * )m_FileBuffer->GetPointer( 0 ); for( int bodyPartID = 0; bodyPartID < header->numBodyParts; bodyPartID++ ) { BodyPartHeader_t *bodyPart = header->pBodyPart( bodyPartID ); mstudiobodyparts_t *pStudioBodyPart = phdr->pBodypart( bodyPartID ); for( int modelID = 0; modelID < bodyPart->numModels; modelID++ ) { ModelHeader_t *model = bodyPart->pModel( modelID ); mstudiomodel_t *pStudioModel = pStudioBodyPart->pModel( modelID ); for( int lodID = 0; lodID < model->numLODs; lodID++ ) { char tmp[256]; sprintf( tmp, "%s.lod%d", pFileName, lodID ); printf( "writing %s\n", tmp ); CPlainAutoPtr< CP4File > spFile( g_p4factory->AccessFile( tmp ) ); spFile->Edit(); FILE *fp = fopen( tmp, "w" ); if( !fp ) { printf( "can't write glview file %s\n", tmp ); return; } /* // write out tangent space vectors int vertID; for( vertID = 0; vertID < pStudioModel->numvertices; vertID++ ) { const Vector &pos = *pStudioModel->pVertex( vertID ); const Vector &norm = *pStudioModel->pNormal( vertID ); const Vector4D &sVect = *pStudioModel->pTangentS( vertID ); Vector tmpVect; tmpVect = pos + norm * .15f; fprintf( fp, "2\n" ); fprintf( fp, "%f %f %f 0.0 0.0 1.0\n", pos[0], pos[1], pos[2] ); fprintf( fp, "%f %f %f 0.0 0.0 1.0\n", tmpVect[0], tmpVect[1], tmpVect[2] ); Vector tmpSVect( sVect[0], sVect[1], sVect[2] ); tmpVect = pos + tmpSVect * .15f; fprintf( fp, "2\n" ); fprintf( fp, "%f %f %f 1.0 0.0 0.0\n", pos[0], pos[1], pos[2] ); fprintf( fp, "%f %f %f 1.0 0.0 0.0\n", tmpVect[0], tmpVect[1], tmpVect[2] ); Vector tmpTVect; CrossProduct( norm, tmpSVect, tmpTVect ); tmpTVect *= sVect[3]; tmpVect = pos + tmpTVect * .15f; fprintf( fp, "2\n" ); fprintf( fp, "%f %f %f 0.0 1.0 0.0\n", pos[0], pos[1], pos[2] ); fprintf( fp, "%f %f %f 0.0 1.0 0.0\n", tmpVect[0], tmpVect[1], tmpVect[2] ); } continue; */ ModelLODHeader_t *pLOD = model->pLOD( lodID ); for( int meshID = 0; meshID < pLOD->numMeshes; meshID++ ) { MeshHeader_t *mesh = pLOD->pMesh( meshID ); mstudiomesh_t *pStudioMesh = pStudioModel->pMesh( meshID ); if( flags & WRITEGLVIEW_SHOWMESH ) { RandomColor( color ); } if( flags & WRITEGLVIEW_SHOWMESHPROPS ) { SetMeshPropsColor( mesh->flags, color ); } for( int stripGroupID = 0; stripGroupID < mesh->numStripGroups; stripGroupID++ ) { if( flags & WRITEGLVIEW_SHOWSTRIPGROUP ) { RandomColor( color ); } StripGroupHeader_t *pStripGroup = mesh->pStripGroup( stripGroupID ); SetFlexedAndSkinColor( flags, pStripGroup->flags, color ); for( int stripID = 0; stripID < pStripGroup->numStrips; stripID++ ) { StripHeader_t *pStrip = pStripGroup->pStrip( stripID ); if( flags & WRITEGLVIEW_SHOWSTRIP ) { RandomColor( color ); } if( flags & WRITEGLVIEW_SHOWSTRIPNUMBONES ) { switch (pStrip->numBones) { case 0: case 1: color.Init( 0, 0, 255 ); break; case 2: color.Init( 0, 255, 0 ); break; case 3: color.Init( 255, 255, 0 ); break; case 4: color.Init( 255, 0, 0 ); break; } } GLViewDrawBegin( ( pStrip->flags & STRIP_IS_TRILIST ) ? GLVIEWDRAW_TRILIST : GLVIEWDRAW_TRISTRIP ); for( int indexID = 0; indexID < pStrip->numIndices; indexID++ ) { int id = *pStripGroup->pIndex( indexID + pStrip->indexOffset ); Vertex_t& vert = *pStripGroup->pVertex( id ); if( flags & WRITEGLVIEW_SHOWVERTNUMBONES ) { switch (vert.numBones) { case 0: case 1: color.Init( 0, 0, 255 ); break; case 2: color.Init( 0, 255, 0 ); break; case 3: color.Init( 255, 255, 0 ); break; case 4: color.Init( 255, 0, 0 ); break; } } GLViewVert( fp, vert, id, color, pStudioModel, pStudioMesh, ( flags & WRITEGLVIEW_SHOWSUBSTRIP ) ? true : false, shrinkFactor ); } GLViewDrawEnd(); } } } fclose( fp ); spFile->Add(); } } } } //----------------------------------------------------------------------------- // Write out all GL View files //----------------------------------------------------------------------------- void COptimizedModel::WriteGLViewFiles( studiohdr_t *pHdr, char const* glViewFileName ) { if( !g_bDumpGLViewFiles ) return; char tmpFileName[128]; strcpy( tmpFileName, glViewFileName ); strcat( tmpFileName, ".mesh" ); WriteGLViewFile( pHdr, tmpFileName, WRITEGLVIEW_SHOWMESH, .8f ); strcpy( tmpFileName, glViewFileName ); strcat( tmpFileName, ".stripgroup" ); WriteGLViewFile( pHdr, tmpFileName, WRITEGLVIEW_SHOWSTRIPGROUP, .8f ); strcpy( tmpFileName, glViewFileName ); strcat( tmpFileName, ".strip" ); WriteGLViewFile( pHdr, tmpFileName, WRITEGLVIEW_SHOWSTRIP, .8f ); strcpy( tmpFileName, glViewFileName ); strcat( tmpFileName, ".substrip" ); WriteGLViewFile( pHdr, tmpFileName, WRITEGLVIEW_SHOWSUBSTRIP, .97f ); strcpy( tmpFileName, glViewFileName ); strcat( tmpFileName, ".flexed" ); WriteGLViewFile( pHdr, tmpFileName, WRITEGLVIEW_SHOWFLEXED, .8f ); strcpy( tmpFileName, glViewFileName ); strcat( tmpFileName, ".sw" ); WriteGLViewFile( pHdr, tmpFileName, WRITEGLVIEW_SHOWSW, .8f ); strcpy( tmpFileName, glViewFileName ); strcat( tmpFileName, ".flexedandsw" ); WriteGLViewFile( pHdr, tmpFileName, WRITEGLVIEW_SHOWSW | WRITEGLVIEW_SHOWFLEXED, .8f ); strcpy( tmpFileName, glViewFileName ); strcat( tmpFileName, ".meshprops" ); WriteGLViewFile( pHdr, tmpFileName, WRITEGLVIEW_SHOWMESHPROPS, .8f ); strcpy( tmpFileName, glViewFileName ); strcat( tmpFileName, ".vertnumbones" ); WriteGLViewFile( pHdr, tmpFileName, WRITEGLVIEW_SHOWVERTNUMBONES, 1.0f ); strcpy( tmpFileName, glViewFileName ); strcat( tmpFileName, ".stripnumbones" ); WriteGLViewFile( pHdr, tmpFileName, WRITEGLVIEW_SHOWSTRIPNUMBONES, 1.0f ); } void COptimizedModel::GLViewDrawBegin( int mode ) { s_DrawMode = mode; s_ListID = 0; } void COptimizedModel::ShrinkVerts( float shrinkFactor ) { Vector center; Vector delta; VectorCopy( s_LastThreePositions[0], center ); VectorAdd( center, s_LastThreePositions[1], center ); VectorAdd( center, s_LastThreePositions[2], center ); VectorScale( center, 1.0f / 3.0f, center ); int i; for( i = 0; i < 3; i++ ) { if( s_Shrunk[i] ) { continue; } VectorSubtract( s_LastThreePositions[i], center, delta ); VectorScale( delta, shrinkFactor, delta ); VectorAdd( center, delta, s_LastThreePositions[i] ); s_Shrunk[i] = true; } } void COptimizedModel::CheckVertBoneWeights( Vertex_t *pVert, mstudiomodel_t *pStudioModel, mstudiomesh_t *pStudioMesh ) { int i; float sum = 0; for( i = 0; i < MAX_NUM_BONES_PER_VERT; i++ ) { float boneWeight = GetOrigVertBoneWeightValue( pStudioModel, pStudioMesh, pVert, i ); sum += boneWeight; } Assert( sum > 0.95f && sum < 1.1f ); } #define CACHE_INEFFICIENCY 6 void COptimizedModel::ShowStats( void ) { int totalHWTriangles = 0; int totalHWDegenerates = 0; int totalHWIndices = 0; int totalHWVertexCacheHits = 0; int totalHWVertexCacheMisses = 0; int totalSWTriangles = 0; int totalSWDegenerates = 0; int totalSWIndices = 0; int totalSWVertexCacheHits = 0; int totalSWVertexCacheMisses = 0; CHardwareVertexCache hardwareVertexCache; hardwareVertexCache.Init( m_VertexCacheSize - CACHE_INEFFICIENCY ); FileHeader_t *header = ( FileHeader_t * )m_FileBuffer->GetPointer( 0 ); printf( "header: %d body parts\n", header->numBodyParts ); for( int bodyPartID = 0; bodyPartID < header->numBodyParts; bodyPartID++ ) { BodyPartHeader_t *bodyPart = header->pBodyPart( bodyPartID ); printf( " bodyPart %d: %d models\n", bodyPartID, bodyPart->numModels ); for( int modelID = 0; modelID < bodyPart->numModels; modelID++ ) { ModelHeader_t *model = bodyPart->pModel( modelID ); printf( " model: %d lods\n", model->numLODs ); for( int lodID = 0; lodID < 1; lodID++ ) { ModelLODHeader_t *pLOD = model->pLOD( lodID ); printf( " lod: %d meshes\n", pLOD->numMeshes ); for( int meshID = 0; meshID < pLOD->numMeshes; meshID++ ) { MeshHeader_t *mesh = pLOD->pMesh( meshID ); printf( " mesh %d: %d stripsgroups\n", meshID, mesh->numStripGroups ); for( int stripGroupID = 0; stripGroupID < mesh->numStripGroups; stripGroupID++ ) { StripGroupHeader_t *pStripGroup = mesh->pStripGroup( stripGroupID ); for( int stripID = 0; stripID < pStripGroup->numStrips; stripID++ ) { for( int stripID = 0; stripID < pStripGroup->numStrips; stripID++ ) { int lastThreeIndices[3]; StripHeader_t *pStrip = pStripGroup->pStrip( stripID ); printf( " strip: %d numIndices: %d indexOffset: %d\n", stripID, pStrip->numIndices, pStrip->indexOffset ); hardwareVertexCache.Flush(); if( pStrip->flags & STRIP_IS_TRISTRIP ) { for( int indexID = 0; indexID < pStrip->numIndices; indexID++ ) { totalHWIndices++; int newVertOffset = indexID % 3; lastThreeIndices[newVertOffset] = *pStripGroup->pIndex( indexID + pStrip->indexOffset ); if( !hardwareVertexCache.IsPresent( lastThreeIndices[newVertOffset] ) ) { totalHWVertexCacheMisses++; hardwareVertexCache.Insert( lastThreeIndices[newVertOffset] ); } else { totalHWVertexCacheHits++; } if( indexID >= 2 ) { totalHWTriangles++; if( lastThreeIndices[0] != lastThreeIndices[1] && lastThreeIndices[1] != lastThreeIndices[2] ) { } else { totalHWDegenerates++; } } } } else { Assert( pStrip->numIndices % 3 == 0 ); totalHWTriangles += pStrip->numIndices / 3; for( int indexID = 0; indexID < pStrip->numIndices; indexID++ ) { int newVertOffset = indexID % 3; int index = *pStripGroup->pIndex( indexID + pStrip->indexOffset ); // printf( "%d\n", index ); lastThreeIndices[newVertOffset] = index; if( newVertOffset == 2 ) { if( lastThreeIndices[0] == lastThreeIndices[1] || lastThreeIndices[1] == lastThreeIndices[2] || lastThreeIndices[0] == lastThreeIndices[2] ) { // printf( "degenerate triangle!!!! %d %d %d\n", lastThreeIndices[0], lastThreeIndices[1], lastThreeIndices[2] ); totalHWDegenerates++; } } totalHWIndices++; if( !hardwareVertexCache.IsPresent( index ) ) { totalHWVertexCacheMisses++; hardwareVertexCache.Insert( index ); } else { totalHWVertexCacheHits++; } } } } } } } } } } int totalRealHWTriangles = totalHWTriangles - totalHWDegenerates; int totalRealSWTriangles = totalSWTriangles - totalSWDegenerates; printf( "TotalHWTriangles: %d\n", totalHWTriangles ); printf( "TotalHWDegenerates: %d\n", totalHWDegenerates ); printf( "TotalRealHWTriangles: %d\n", totalRealHWTriangles ); printf( "TotalHWIndices: %d\n", totalHWIndices ); printf( "HW real tris/index: %f\n", ( float )totalRealHWTriangles / ( float )totalHWIndices ); printf( "totalHWVertexCacheHits: %d\n", totalHWVertexCacheHits ); printf( "totalHWVertexCacheMisses: %d\n", totalHWVertexCacheMisses ); printf( "HW vertex cache hit/miss ratio: %f\n", ( float )totalHWVertexCacheHits / ( float )totalHWVertexCacheMisses ); printf( "TotalSWTriangles: %d\n", totalSWTriangles ); printf( "TotalSWDegenerates: %d\n", totalSWDegenerates ); printf( "TotalRealSWTriangles: %d\n", totalRealSWTriangles ); printf( "TotalSWIndices: %d\n", totalSWIndices ); printf( "SW real tris/index: %f\n", ( float )totalRealSWTriangles / ( float )totalSWIndices ); printf( "totalSWVertexCacheHits: %d\n", totalSWVertexCacheHits ); printf( "totalSWVertexCacheMisses: %d\n", totalSWVertexCacheMisses ); printf( "SW vertex cache hit/miss ratio: %f\n", ( float )totalSWVertexCacheHits / ( float )totalSWVertexCacheMisses ); } void COptimizedModel::CheckVert( Vertex_t *pVert, int maxBonesPerTri, int maxBonesPerVert ) { #ifndef IGNORE_BONES #ifdef _DEBUG int offset = ( int )( ( unsigned char * )pVert - ( unsigned char * )m_FileBuffer->GetPointer( 0 ) ); Assert( offset >= m_VertsOffset && offset < m_IndicesOffset ); Assert( ( ( offset - m_VertsOffset ) % sizeof( Vertex_t ) ) == 0 ); #endif int j; for( j = 0; j < maxBonesPerVert; j++ ) { if( pVert->boneID[j] != -1 ) { Assert( pVert->boneID[j] >= 0 && pVert->boneID[j] < maxBonesPerTri ); } #if 0 if( pVert->boneWeights[j] != 0 ) { Assert( pVert->boneID[j] != -1 ); } #endif } // Test to make sure we are sorted. for( j = 0; j < maxBonesPerVert-1; j++ ) { #if 1 // if( pVert->boneWeights[j] != 0 && pVert->boneWeights[j+1] != 0 ) { Assert( pVert->boneID[j] < pVert->boneID[j+1] ); } #endif } #if 0 // Make sure that all the non-zero weights are first. bool foundZero = false; for( j = 0; j < maxBonesPerVert; j++ ) { if( !foundZero ) { if( pVert->boneWeights[j] == 0.0f ) { foundZero = true; } } else { Assert( pVert->boneWeights[j] == 0.0f ); } } #endif #endif } void COptimizedModel::CheckAllVerts( int maxBonesPerTri, int maxBonesPerVert ) { int i; for( i = m_VertsOffset; i < m_IndicesOffset; i += sizeof( Vertex_t ) ) { Vertex_t *vert = ( Vertex_t * )m_FileBuffer->GetPointer( i ); CheckVert( vert, maxBonesPerTri, maxBonesPerVert ); } } void COptimizedModel::SortBonesWithinVertex( bool flexed, Vertex_t *vert, mstudiomodel_t *pStudioModel, mstudiomesh_t *pStudioMesh, int *globalToHardwareBoneIndex, int *hardwareToGlobalBoneIndex, int maxBonesPerTri, int maxBonesPerVert ) { int i; /* for( i = 0; i < m_NumBones; i++ ) { if( globalToHardwareBoneIndex[i] != -1 ) { if( flexed ) { printf( "global bone id: %d hardware bone id: %d\n", i, globalToHardwareBoneIndex[i] ); } } } */ #if 0 unsigned char tmpWeightIndex; int tmpIndex; int j; // bubble sort the bones. for( j = m_MaxBonesPerVert; j > 1; j-- ) { int k; for( k = 0; k < j - 1; k++ ) { if( vert->boneID[k] > vert->boneID[k+1] ) { // swap tmpIndex = vert->boneID[k]; tmpWeightIndex = vert->boneWeightIndex[k]; vert->boneID[k] = vert->boneID[k+1]; vert->boneWeightIndex[k] = vert->boneWeightIndex[k+1]; vert->boneID[k+1] = tmpIndex; vert->boneWeightIndex[k+1] = tmpWeightIndex; } } } #else int origBoneWeightIndex[MAX_NUM_BONES_PER_VERT]; int zeroWeightIndex = -1; // find a orig vert bone index that has a zero weight for( i = 0; i < MAX_NUM_BONES_PER_VERT; i++ ) { float boneWeight = GetOrigVertBoneWeightValue( pStudioModel, pStudioMesh, vert, i ); if( boneWeight == 0.0f ) { zeroWeightIndex = i; break; } } for( i = 0; i < MAX_NUM_BONES_PER_VERT; i++ ) { origBoneWeightIndex[i] = zeroWeightIndex; } for( i = 0; i < vert->numBones; i++ ) { float boneWeight = GetOrigVertBoneWeightValue( pStudioModel, pStudioMesh, vert, i ); int globalBoneIndex = GetOrigVertBoneIndex( pStudioModel, pStudioMesh, vert, i ); // if( vert->numBones > 1 ) { if( flexed ) { printf( "boneWeight: %f\n", boneWeight ); printf( "globalBoneIndex: %d\n", globalBoneIndex ); } } if( boneWeight > 0.0f ) { int hardwareBoneIndex = globalToHardwareBoneIndex[globalBoneIndex]; Assert( globalBoneIndex != -1 ); origBoneWeightIndex[hardwareBoneIndex] = vert->boneWeightIndex[i]; } else { int hardwareBoneIndex = globalToHardwareBoneIndex[globalBoneIndex]; origBoneWeightIndex[hardwareBoneIndex] = zeroWeightIndex; Assert( zeroWeightIndex != -1 ); Assert( globalBoneIndex == -1 ); } } // if( vert->numBones > 1 ) for( i = 0; i < maxBonesPerTri; i++ ) { vert->boneID[i] = i; vert->boneWeightIndex[i] = origBoneWeightIndex[i]; float boneWeight = GetOrigVertBoneWeightValue( pStudioModel, pStudioMesh, vert, i ); int globalBoneIndex = GetOrigVertBoneIndex( pStudioModel, pStudioMesh, vert, i ); if( flexed ) { Assert( boneWeight >= 0.0f && boneWeight <= 1.0f ); printf( "boneWeight: %f ", boneWeight ); printf( "globalBoneIndex: %d ", globalBoneIndex ); printf( "hardwareBoneID: %d\n", i ); } } vert->numBones = maxBonesPerTri; // this may be different for software t&l stuff #endif } void COptimizedModel::RemoveRedundantBoneStateChanges( void ) { FileHeader_t *header = ( FileHeader_t * )m_FileBuffer->GetPointer( 0 ); for( int bodyPartID = 0; bodyPartID < header->numBodyParts; bodyPartID++ ) { BodyPartHeader_t *bodyPart = header->pBodyPart( bodyPartID ); bool allocated[MAX_NUM_BONES_PER_STRIP]; int hardwareBoneState[MAX_NUM_BONES_PER_STRIP]; bool changed[MAX_NUM_BONES_PER_STRIP]; // start anew with each body part // printf( "START BODY PARTY - RESETTING BONE MATRIX STATE\n" ); int i; for( i = 0; i < MAX_NUM_BONES_PER_STRIP; i++ ) { hardwareBoneState[i] = -1; allocated[i] = false; } for( int modelID = 0; modelID < bodyPart->numModels; modelID++ ) { ModelHeader_t *model = bodyPart->pModel( modelID ); for( int lodID = 0; lodID < model->numLODs; lodID++ ) { ModelLODHeader_t *pLOD = model->pLOD( lodID ); for( int meshID = 0; meshID < pLOD->numMeshes; meshID++ ) { MeshHeader_t *mesh = pLOD->pMesh( meshID ); for( int stripGroupID = 0; stripGroupID < mesh->numStripGroups; stripGroupID++ ) { StripGroupHeader_t *pStripGroup = mesh->pStripGroup( stripGroupID ); if( !( pStripGroup->flags & STRIPGROUP_IS_HWSKINNED ) ) { // printf( "skipping! software skinned stripgroup\n" ); continue; } for( int stripID = 0; stripID < pStripGroup->numStrips; stripID++ ) { StripHeader_t *pStrip = pStripGroup->pStrip( stripID ); // int startNumBoneChanges = pStrip->numBoneStateChanges; /* printf( "HARDWARE BONE STATE\n" ); for( i = 0; i < MAX_NUM_BONES_PER_STRIP; i++ ) { if( allocated[i] ) { printf( "\thw: %d global: %d\n", i, hardwareBoneState[i] ); } } printf( "before optimization\n" ); for( i = 0; i < pStrip->numBoneStateChanges; i++ ) { printf( "\thw: %d global: %d\n", ( int )pStrip->pBoneStateChange( i )->hardwareID, ( int )pStrip->pBoneStateChange( i )->newBoneID ); } */ for( i = 0; i < MAX_NUM_BONES_PER_STRIP; i++ ) { changed[i] = false; } for( int boneStateChangeID = 0; boneStateChangeID < pStrip->numBoneStateChanges; boneStateChangeID++ ) { BoneStateChangeHeader_t *boneStateChange = pStrip->pBoneStateChange( boneStateChangeID ); Assert( boneStateChange->hardwareID >= 0 && boneStateChange->hardwareID < MAX_NUM_BONES_PER_STRIP ); if( allocated[boneStateChange->hardwareID] && hardwareBoneState[boneStateChange->hardwareID] == boneStateChange->newBoneID ) { // already got this one! } else { changed[boneStateChange->hardwareID] = true; allocated[boneStateChange->hardwareID] = true; hardwareBoneState[boneStateChange->hardwareID] = boneStateChange->newBoneID; } } /* // now "changed" should tell us which ones we care about. int curOutBoneID = 0; for( i = 0; i < pStrip->numBoneStateChanges; i++ ) { // hack . . going to stomp over what is already there with new data. if( changed[i] ) { BoneStateChangeHeader_t *boneStateChange = pStrip->pBoneStateChange( curOutBoneID ); boneStateChange->hardwareID = i; boneStateChange->newBoneID = hardwareBoneState[i]; curOutBoneID++; } } pStrip->numBoneStateChanges = curOutBoneID; printf( "start bone changes: %d end bone changes: %d\n", startNumBoneChanges, pStrip->numBoneStateChanges ); printf( "after optimization\n" ); for( i = 0; i < pStrip->numBoneStateChanges; i++ ) { printf( "\thw: %d global: %d\n", ( int )pStrip->pBoneStateChange( i )->hardwareID, ( int )pStrip->pBoneStateChange( i )->newBoneID ); } */ } } } } } } } static void AddMaterialReplacementsToStringTable( void ) { int i, j; int numLODs = g_ScriptLODs.Size(); for( i = 0; i < numLODs; i++ ) { LodScriptData_t &scriptLOD = g_ScriptLODs[i]; for( j = 0; j < scriptLOD.materialReplacements.Size(); j++ ) { CLodScriptReplacement_t &materialReplacement = scriptLOD.materialReplacements[j]; s_StringTable.AddString( materialReplacement.GetDstName() ); } } } // Check that all replacematerial/removemesh commands map to valid source materials void ValidateLODReplacements( studiohdr_t *pHdr ) { bool failed = false; int lodID; for( lodID = 0; lodID < g_ScriptLODs.Size(); lodID++ ) { LodScriptData_t& scriptLOD = g_ScriptLODs[lodID]; int j; for( j = 0; j < scriptLOD.meshRemovals.Count(); j++ ) { const char *pName1 = scriptLOD.meshRemovals[j].GetSrcName(); int i; for( i = 0; i < pHdr->numtextures; i++ ) { const char *pName2 = pHdr->pTexture( i )->material->GetName(); if( ComparePath( pName1, pName2 ) ) { goto got_one; } } // no match MdlWarning( "\"%s\" doesn't match any of the materals in the model\n", pName1 ); failed = true; got_one: ; } } if( failed ) { MdlWarning( "possible materials in model:\n" ); int i; for( i = 0; i < pHdr->numtextures; i++ ) { MdlWarning( "\t\"%s\"\n", pHdr->pTexture( i )->material->GetName() ); } MdlError( "Exiting due to errors\n" ); } } void WriteOptimizedFiles( studiohdr_t *phdr, s_bodypart_t *pSrcBodyParts ) { char filename[MAX_PATH]; char tmpFileName[MAX_PATH]; char glViewFilename[MAX_PATH]; ValidateLODReplacements( phdr ); s_StringTable.Purge(); // hack! This should really go in the mdl file since it's common to all LODs. AddMaterialReplacementsToStringTable(); V_strcpy_safe( filename, gamedir ); // if( *g_pPlatformName ) // { // strcat( filename, "platform_" ); // strcat( filename, g_pPlatformName ); // strcat( filename, "/" ); // } V_strcat_safe( filename, "models/" ); V_strcat_safe( filename, outname ); Q_StripExtension( filename, filename, sizeof( filename ) ); V_strcpy_safe( tmpFileName, filename ); V_strcat_safe( tmpFileName, ".sw.vtx" ); V_strcpy_safe( glViewFilename, filename ); V_strcat_safe( glViewFilename, ".sw.glview" ); bool bForceSoftwareSkinning = phdr->numbones > 0 && !g_staticprop; s_OptimizedModel.OptimizeFromStudioHdr( phdr, pSrcBodyParts, 512, //vert cache size FIXME: figure out the correct size for L1 false, /* doesn't use fixed function */ bForceSoftwareSkinning, // force software skinning if not static prop false, // No hardware flex 3, // bones/vert 3*3, // bones/tri 512, // bones/strip tmpFileName, glViewFilename ); V_strcpy_safe( tmpFileName, filename ); V_strcat_safe( tmpFileName, ".dx80.vtx" ); V_strcpy_safe( glViewFilename, filename ); V_strcat_safe( glViewFilename, ".dx80.glview" ); s_OptimizedModel.OptimizeFromStudioHdr( phdr, pSrcBodyParts, 24 /* vert cache size (real size, not effective!)*/, false, /* doesn't use fixed function */ false, // don't force software skinning false, // No hardware flex 3 /* bones/vert */, 9 /* bones/tri */, 16 /* bones/strip */, tmpFileName, glViewFilename ); V_strcpy_safe( tmpFileName, filename ); V_strcat_safe( tmpFileName, ".dx90.vtx" ); V_strcpy_safe( glViewFilename, filename ); V_strcat_safe( glViewFilename, ".dx90.glview" ); s_OptimizedModel.OptimizeFromStudioHdr( phdr, pSrcBodyParts, 24 /* vert cache size (real size, not effective!)*/, false, /* doesn't use fixed function */ false, // don't force software skinning true, // Hardware flex on DX9 parts 3 /* bones/vert */, 9 /* bones/tri */, 53 /* bones/strip */, tmpFileName, glViewFilename ); s_StringTable.Purge(); } }; // namespace OptimizedModel #pragma optimize( "", on )