2020-04-22 16:56:21 +00:00
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//===========================================================================//
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// wrapper for the material system for the engine.
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#include "render_pch.h"
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#include "view.h"
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#include "zone.h"
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#include <float.h>
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#include "sys_dll.h"
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#include "materialsystem/imesh.h"
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#include "gl_water.h"
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#include "utlrbtree.h"
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#include "istudiorender.h"
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#include "tier0/dbg.h"
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#include "KeyValues.h"
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#include "vstdlib/random.h"
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#include "lightcache.h"
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#include "sysexternal.h"
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#include "cmd.h"
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#include "modelloader.h"
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#include "tier0/icommandline.h"
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#include "materialsystem/imaterial.h"
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#include "toolframework/itoolframework.h"
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#include "toolframework/itoolsystem.h"
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#include "tier2/p4helpers.h"
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#include "p4lib/ip4.h"
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#include "vgui/ISystem.h"
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#include <vgui_controls/Controls.h>
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extern ConVar developer;
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#ifdef _WIN32
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#include <crtdbg.h>
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#ifndef SWDS
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extern IMaterialSystem *materials;
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IMaterial* g_materialWireframe;
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IMaterial* g_materialTranslucentSingleColor;
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IMaterial* g_materialTranslucentVertexColor;
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IMaterial* g_materialWorldWireframe;
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IMaterial* g_materialWorldWireframeZBuffer;
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IMaterial* g_materialBrushWireframe;
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IMaterial* g_materialDecalWireframe;
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IMaterial* g_materialDebugLightmap;
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IMaterial* g_materialDebugLightmapZBuffer;
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IMaterial* g_materialDebugLuxels;
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IMaterial* g_materialLeafVisWireframe;
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IMaterial* g_pMaterialWireframeVertexColor;
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IMaterial* g_pMaterialWireframeVertexColorIgnoreZ;
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IMaterial* g_pMaterialLightSprite;
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IMaterial* g_pMaterialShadowBuild;
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IMaterial* g_pMaterialMRMWireframe;
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IMaterial* g_pMaterialWriteZ;
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IMaterial* g_pMaterialWaterDuDv;
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IMaterial* g_pMaterialWaterFirstPass;
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IMaterial* g_pMaterialWaterSecondPass;
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IMaterial* g_pMaterialAmbientCube;
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IMaterial* g_pMaterialDebugFlat;
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IMaterial* g_pMaterialDepthWrite[2][2];
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IMaterial* g_pMaterialSSAODepthWrite[2][2];
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#ifdef NEWMESH
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CUtlVector<IVertexBuffer *> g_WorldStaticMeshes; // fixme - rename to g_WorldStaticVertexBuffers
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#else
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CUtlVector<IMesh *> g_WorldStaticMeshes;
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#endif
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void WorldStaticMeshCreate( void );
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void WorldStaticMeshDestroy( void );
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bool TangentSpaceSurfaceSetup( SurfaceHandle_t surfID, Vector &tVect );
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void TangentSpaceComputeBasis( Vector& tangent, Vector& binormal, const Vector& normal, const Vector& tVect, bool negateTangent );
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//-----------------------------------------------------------------------------
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// A console command edit a particular material
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//-----------------------------------------------------------------------------
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CON_COMMAND_F( mat_edit, "Bring up the material under the crosshair in the editor", FCVAR_CHEAT )
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{
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if ( !toolframework->InToolMode() )
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return;
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IMaterial* pMaterial = NULL;
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if ( args.ArgC() < 2 )
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{
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pMaterial = GetMaterialAtCrossHair();
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}
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else
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{
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const char *pMaterialName = args[ 1 ];
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pMaterial = materials->FindMaterial( pMaterialName, "edited materials", false );
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}
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if ( !pMaterial )
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{
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ConMsg( "no/bad material\n" );
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}
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else
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{
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IToolSystem *pToolSystem = toolframework->SwitchToTool( "Material Editor" );
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if ( pToolSystem )
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{
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ConMsg( "editing material \"%s\"\n", pMaterial->GetName() );
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KeyValues *pKeyValues = new KeyValues( "EditMaterial" );
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pKeyValues->SetString( "material", pMaterial->GetName() );
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pToolSystem->PostMessage( 0, pKeyValues );
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pKeyValues->deleteThis();
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}
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}
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}
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//-----------------------------------------------------------------------------
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// A console command to spew out the material under the crosshair
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//-----------------------------------------------------------------------------
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CON_COMMAND_F( mat_crosshair, "Display the name of the material under the crosshair", FCVAR_CHEAT )
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{
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IMaterial* pMaterial = GetMaterialAtCrossHair();
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if (!pMaterial)
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ConMsg ("no/bad material\n");
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else
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ConMsg ("hit material \"%s\"\n", pMaterial->GetName());
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}
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//-----------------------------------------------------------------------------
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// A console command to open the material under the crosshair in the associated editor.
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//-----------------------------------------------------------------------------
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CON_COMMAND_F( mat_crosshair_edit, "open the material under the crosshair in the editor defined by mat_crosshair_edit_editor", FCVAR_CHEAT )
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{
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IMaterial* pMaterial = GetMaterialAtCrossHair();
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if (!pMaterial)
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{
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ConMsg ("no/bad material\n");
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}
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else
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{
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char chResolveName[ 256 ] = {0}, chResolveNameArg[ 256 ] = {0};
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Q_snprintf( chResolveNameArg, sizeof( chResolveNameArg ) - 1, "materials/%s.vmt", pMaterial->GetName() );
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char const *szResolvedName = g_pFileSystem->RelativePathToFullPath( chResolveNameArg, "game", chResolveName, sizeof( chResolveName ) - 1 );
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if ( p4 )
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{
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CP4AutoEditAddFile autop4( szResolvedName );
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}
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else
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{
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Warning( "run with -p4 to get p4 operations upon mat_crosshair_edit\n" );
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}
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vgui::system()->ShellExecute( "open", szResolvedName );
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}
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}
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//-----------------------------------------------------------------------------
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// A console command to open the material under the crosshair in the associated editor.
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//-----------------------------------------------------------------------------
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CON_COMMAND_F( mat_crosshair_explorer, "open the material under the crosshair in explorer and highlight the vmt file", FCVAR_CHEAT )
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{
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IMaterial* pMaterial = GetMaterialAtCrossHair();
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if (!pMaterial)
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{
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ConMsg ("no/bad material\n");
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}
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else
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{
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char chResolveName[ 256 ] = {0}, chResolveNameArg[ 256 ] = {0};
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Q_snprintf( chResolveNameArg, sizeof( chResolveNameArg ) - 1, "materials/%s.vmt", pMaterial->GetName() );
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char const *szResolvedName = g_pFileSystem->RelativePathToFullPath( chResolveNameArg, "game", chResolveName, sizeof( chResolveName ) - 1 );
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char params[256];
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Q_snprintf( params, sizeof( params ) - 1, "/E,/SELECT,%s", szResolvedName );
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vgui::system()->ShellExecuteEx( "open", "explorer.exe", params );
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}
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}
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//-----------------------------------------------------------------------------
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// A console command to open the material under the crosshair in the associated editor.
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//-----------------------------------------------------------------------------
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CON_COMMAND_F( mat_crosshair_reloadmaterial, "reload the material under the crosshair", FCVAR_CHEAT )
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{
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IMaterial* pMaterial = GetMaterialAtCrossHair();
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if (!pMaterial)
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{
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ConMsg ("no/bad material\n");
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}
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else
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{
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materials->ReloadMaterials( pMaterial->GetName() );
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}
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}
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CON_COMMAND_F( mat_crosshair_printmaterial, "print the material under the crosshair", FCVAR_CHEAT )
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{
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IMaterial* pMaterial = GetMaterialAtCrossHair();
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if (!pMaterial)
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{
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ConMsg ("no/bad material\n");
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}
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else
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{
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materials->DebugPrintUsedMaterials( pMaterial->GetName(), true );
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}
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}
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static void RegisterLightmappedSurface( SurfaceHandle_t surfID )
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{
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int lightmapSize[2];
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int allocationWidth, allocationHeight;
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bool bNeedsBumpmap;
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// fixme: lightmapSize needs to be in msurface_t once we
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// switch over to having lightmap size untied to base texture
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// size
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lightmapSize[0] = ( MSurf_LightmapExtents( surfID )[0] ) + 1;
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lightmapSize[1] = ( MSurf_LightmapExtents( surfID )[1] ) + 1;
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// Allocate all bumped lightmaps next to each other so that we can just
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// increment the s texcoord by pSurf->bumpSTexCoordOffset to render the next
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// of the three lightmaps
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bNeedsBumpmap = SurfNeedsBumpedLightmaps( surfID );
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if( bNeedsBumpmap )
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{
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MSurf_Flags( surfID ) |= SURFDRAW_BUMPLIGHT;
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allocationWidth = lightmapSize[0] * ( NUM_BUMP_VECTS+1 );
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}
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else
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{
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MSurf_Flags( surfID ) &= ~SURFDRAW_BUMPLIGHT;
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allocationWidth = lightmapSize[0];
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}
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allocationHeight = lightmapSize[1];
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// register this surface's lightmap
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int offsetIntoLightmapPage[2];
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MSurf_MaterialSortID( surfID ) = materials->AllocateLightmap(
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allocationWidth,
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allocationHeight,
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offsetIntoLightmapPage,
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MSurf_TexInfo( surfID )->material );
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MSurf_OffsetIntoLightmapPage( surfID )[0] = offsetIntoLightmapPage[0];
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MSurf_OffsetIntoLightmapPage( surfID )[1] = offsetIntoLightmapPage[1];
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}
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static void RegisterUnlightmappedSurface( SurfaceHandle_t surfID )
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{
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MSurf_MaterialSortID( surfID ) = materials->AllocateWhiteLightmap( MSurf_TexInfo( surfID )->material );
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MSurf_OffsetIntoLightmapPage( surfID )[0] = 0;
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MSurf_OffsetIntoLightmapPage( surfID )[1] = 0;
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}
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static bool LightmapLess( const SurfaceHandle_t& surfID1, const SurfaceHandle_t& surfID2 )
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{
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// FIXME: This really should be in the material system,
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// as it completely depends on the behavior of the lightmap packer
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bool hasLightmap1 = (MSurf_Flags( surfID1 ) & SURFDRAW_NOLIGHT) == 0;
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bool hasLightmap2 = (MSurf_Flags( surfID2 ) & SURFDRAW_NOLIGHT) == 0;
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// We want lightmapped surfaces to show up first
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if (hasLightmap1 != hasLightmap2)
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return hasLightmap1 > hasLightmap2;
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// The sort by enumeration ID
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IMaterial* pMaterial1 = MSurf_TexInfo( surfID1 )->material;
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IMaterial* pMaterial2 = MSurf_TexInfo( surfID2 )->material;
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int enum1 = pMaterial1->GetEnumerationID();
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int enum2 = pMaterial2->GetEnumerationID();
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if (enum1 != enum2)
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return enum1 < enum2;
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bool hasLightstyle1 = (MSurf_Flags( surfID1 ) & SURFDRAW_HASLIGHTSYTLES) == 0;
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bool hasLightstyle2 = (MSurf_Flags( surfID2 ) & SURFDRAW_HASLIGHTSYTLES) == 0;
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// We want Lightstyled surfaces to show up first
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if (hasLightstyle1 != hasLightstyle2)
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return hasLightstyle1 > hasLightstyle2;
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// Then sort by lightmap area for better packing... (big areas first)
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// NOTE: Don't care about bumpmap increasing area here because it is a linear factor
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// (all surfs with the same material have the same bumpmapping cost)
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#if 1
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int area1 = MSurf_LightmapExtents( surfID1 )[0] * MSurf_LightmapExtents( surfID1 )[1];
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int area2 = MSurf_LightmapExtents( surfID2 )[0] * MSurf_LightmapExtents( surfID2 )[1];
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return area2 < area1;
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#else
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// Previous algorithm: pack minimum height first
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// NOTE: In d1_trainstation_05, greatest area results in fewer material splits
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// so I've switched over to that heuristic
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return MSurf_LightmapExtents( surfID1 )[1] < MSurf_LightmapExtents( surfID2 )[1];
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#endif
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}
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void MaterialSystem_RegisterLightmapSurfaces( void )
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{
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SurfaceHandle_t surfID = SURFACE_HANDLE_INVALID;
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materials->BeginLightmapAllocation();
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// Add all the surfaces to a list, sorted by lightmapped
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// then by material enumeration then by area
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CUtlRBTree< SurfaceHandle_t, int > surfaces( 0, host_state.worldbrush->numsurfaces, LightmapLess );
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for( int surfaceIndex = 0; surfaceIndex < host_state.worldbrush->numsurfaces; surfaceIndex++ )
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{
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surfID = SurfaceHandleFromIndex( surfaceIndex );
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if( ( MSurf_TexInfo( surfID )->flags & SURF_NOLIGHT ) ||
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( MSurf_Flags( surfID ) & SURFDRAW_NOLIGHT) )
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{
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MSurf_Flags( surfID ) |= SURFDRAW_NOLIGHT;
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}
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else
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{
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MSurf_Flags( surfID ) &= ~SURFDRAW_NOLIGHT;
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}
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surfaces.Insert(surfID);
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}
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// iterate sorted surfaces
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surfID = SURFACE_HANDLE_INVALID;
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for (int i = surfaces.FirstInorder(); i != surfaces.InvalidIndex(); i = surfaces.NextInorder(i) )
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{
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surfID = surfaces[i];
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bool hasLightmap = ( MSurf_Flags( surfID ) & SURFDRAW_NOLIGHT) == 0;
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if ( hasLightmap )
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{
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RegisterLightmappedSurface( surfID );
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}
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else
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{
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RegisterUnlightmappedSurface( surfID );
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}
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}
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materials->EndLightmapAllocation();
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}
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static void TestBumpSanity( SurfaceHandle_t surfID )
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{
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ASSERT_SURF_VALID( surfID );
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// use the last one to check if we need a bumped lightmap, but don't have it so that we can warn.
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bool needsBumpmap = SurfNeedsBumpedLightmaps( surfID );
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bool hasBumpmap = SurfHasBumpedLightmaps( surfID );
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if ( needsBumpmap && !hasBumpmap && MSurf_Samples( surfID ) )
|
|
|
|
{
|
|
|
|
Warning( "Need to rebuild map to get bumped lighting on material %s\n",
|
|
|
|
materialSortInfoArray[MSurf_MaterialSortID( surfID )].material->GetName() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void MaterialSytsem_DoBumpWarnings( void )
|
|
|
|
{
|
|
|
|
int sortID;
|
|
|
|
IMaterial *pPrevMaterial = NULL;
|
|
|
|
|
|
|
|
for( sortID = 0; sortID < g_WorldStaticMeshes.Count(); sortID++ )
|
|
|
|
{
|
|
|
|
if( pPrevMaterial == materialSortInfoArray[sortID].material )
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
// Find one surface in each material sort info type
|
|
|
|
for ( int surfaceIndex = 0; surfaceIndex < host_state.worldbrush->numsurfaces; surfaceIndex++ )
|
|
|
|
{
|
|
|
|
SurfaceHandle_t surfID = SurfaceHandleFromIndex( surfaceIndex );
|
|
|
|
|
|
|
|
if( MSurf_MaterialSortID( surfID ) == sortID )
|
|
|
|
{
|
|
|
|
TestBumpSanity( surfID );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
pPrevMaterial = materialSortInfoArray[sortID].material;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
static void GenerateTexCoordsForPrimVerts( void )
|
|
|
|
{
|
|
|
|
int j, k, l;
|
|
|
|
for ( int surfaceIndex = 0; surfaceIndex < host_state.worldbrush->numsurfaces; surfaceIndex++ )
|
|
|
|
{
|
|
|
|
SurfaceHandle_t surfID = SurfaceHandleFromIndex( surfaceIndex );
|
|
|
|
/*
|
|
|
|
if( pSurf->numPrims > 0 )
|
|
|
|
{
|
|
|
|
ConMsg( "pSurf %d has %d prims (normal: %f %f %f dist: %f)\n",
|
|
|
|
( int )i, ( int )pSurf->numPrims,
|
|
|
|
pSurf->plane->normal[0], pSurf->plane->normal[1], pSurf->plane->normal[2],
|
|
|
|
pSurf->plane->dist );
|
|
|
|
ConMsg( "\tfirst primID: %d\n", ( int )pSurf->firstPrimID );
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
for( j = 0; j < MSurf_NumPrims( surfID ); j++ )
|
|
|
|
{
|
|
|
|
mprimitive_t *pPrim;
|
|
|
|
assert( MSurf_FirstPrimID( surfID ) + j < host_state.worldbrush->numprimitives );
|
|
|
|
pPrim = &host_state.worldbrush->primitives[MSurf_FirstPrimID( surfID ) + j];
|
|
|
|
for( k = 0; k < pPrim->vertCount; k++ )
|
|
|
|
{
|
|
|
|
int lightmapSize[2];
|
|
|
|
int lightmapPageSize[2];
|
|
|
|
float sOffset, sScale, tOffset, tScale;
|
|
|
|
|
|
|
|
materials->GetLightmapPageSize(
|
|
|
|
SortInfoToLightmapPage( MSurf_MaterialSortID( surfID ) ),
|
|
|
|
&lightmapPageSize[0], &lightmapPageSize[1] );
|
|
|
|
lightmapSize[0] = ( MSurf_LightmapExtents( surfID )[0] ) + 1;
|
|
|
|
lightmapSize[1] = ( MSurf_LightmapExtents( surfID )[1] ) + 1;
|
|
|
|
|
|
|
|
sScale = 1.0f / ( float )lightmapPageSize[0];
|
|
|
|
sOffset = ( float )MSurf_OffsetIntoLightmapPage( surfID )[0] * sScale;
|
|
|
|
sScale = MSurf_LightmapExtents( surfID )[0] * sScale;
|
|
|
|
|
|
|
|
tScale = 1.0f / ( float )lightmapPageSize[1];
|
|
|
|
tOffset = ( float )MSurf_OffsetIntoLightmapPage( surfID )[1] * tScale;
|
|
|
|
tScale = MSurf_LightmapExtents( surfID )[1] * tScale;
|
|
|
|
|
|
|
|
for ( l = 0; l < pPrim->vertCount; l++ )
|
|
|
|
{
|
|
|
|
// world-space vertex
|
|
|
|
assert( l+pPrim->firstVert < host_state.worldbrush->numprimverts );
|
|
|
|
mprimvert_t &vert = host_state.worldbrush->primverts[l+pPrim->firstVert];
|
|
|
|
Vector& vec = vert.pos;
|
|
|
|
|
|
|
|
// base texture coordinate
|
|
|
|
vert.texCoord[0] = DotProduct (vec, MSurf_TexInfo( surfID )->textureVecsTexelsPerWorldUnits[0].AsVector3D()) +
|
|
|
|
MSurf_TexInfo( surfID )->textureVecsTexelsPerWorldUnits[0][3];
|
|
|
|
vert.texCoord[0] /= MSurf_TexInfo( surfID )->material->GetMappingWidth();
|
|
|
|
|
|
|
|
vert.texCoord[1] = DotProduct (vec, MSurf_TexInfo( surfID )->textureVecsTexelsPerWorldUnits[1].AsVector3D()) +
|
|
|
|
MSurf_TexInfo( surfID )->textureVecsTexelsPerWorldUnits[1][3];
|
|
|
|
vert.texCoord[1] /= MSurf_TexInfo( surfID )->material->GetMappingHeight();
|
|
|
|
|
|
|
|
if ( (MSurf_Flags( surfID ) & SURFDRAW_NOLIGHT) )
|
|
|
|
{
|
|
|
|
vert.lightCoord[0] = 0.5f;
|
|
|
|
vert.lightCoord[1] = 0.5f;
|
|
|
|
}
|
|
|
|
else if ( MSurf_LightmapExtents( surfID )[0] == 0 )
|
|
|
|
{
|
|
|
|
vert.lightCoord[0] = sOffset;
|
|
|
|
vert.lightCoord[1] = tOffset;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
vert.lightCoord[0] = DotProduct (vec, MSurf_TexInfo( surfID )->lightmapVecsLuxelsPerWorldUnits[0].AsVector3D()) +
|
|
|
|
MSurf_TexInfo( surfID )->lightmapVecsLuxelsPerWorldUnits[0][3];
|
|
|
|
vert.lightCoord[0] -= MSurf_LightmapMins( surfID )[0];
|
|
|
|
vert.lightCoord[0] += 0.5f;
|
|
|
|
vert.lightCoord[0] /= ( float )MSurf_LightmapExtents( surfID )[0]; //pSurf->texinfo->texture->width;
|
|
|
|
|
|
|
|
vert.lightCoord[1] = DotProduct (vec, MSurf_TexInfo( surfID )->lightmapVecsLuxelsPerWorldUnits[1].AsVector3D()) +
|
|
|
|
MSurf_TexInfo( surfID )->lightmapVecsLuxelsPerWorldUnits[1][3];
|
|
|
|
vert.lightCoord[1] -= MSurf_LightmapMins( surfID )[1];
|
|
|
|
vert.lightCoord[1] += 0.5f;
|
|
|
|
vert.lightCoord[1] /= ( float )MSurf_LightmapExtents( surfID )[1]; //pSurf->texinfo->texture->height;
|
|
|
|
|
|
|
|
vert.lightCoord[0] = sOffset + vert.lightCoord[0] * sScale;
|
|
|
|
vert.lightCoord[1] = tOffset + vert.lightCoord[1] * tScale;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
struct sortmap_t
|
|
|
|
{
|
|
|
|
MaterialSystem_SortInfo_t info;
|
|
|
|
int index;
|
|
|
|
};
|
|
|
|
|
|
|
|
IMatRenderContext *pSortMapRenderContext;
|
|
|
|
|
|
|
|
int __cdecl SortMapCompareFunc( const void *pElem0, const void *pElem1 )
|
|
|
|
{
|
|
|
|
const sortmap_t *pMap0 = (const sortmap_t *)pElem0;
|
|
|
|
const sortmap_t *pMap1 = (const sortmap_t *)pElem1;
|
|
|
|
return pSortMapRenderContext->CompareMaterialCombos( pMap0->info.material, pMap1->info.material, pMap0->info.lightmapPageID, pMap1->info.lightmapPageID );
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void MaterialSystem_CreateSortinfo( void )
|
|
|
|
{
|
|
|
|
Assert( !materialSortInfoArray );
|
|
|
|
|
|
|
|
int nSortIDs = materials->GetNumSortIDs();
|
|
|
|
materialSortInfoArray = ( MaterialSystem_SortInfo_t * )new MaterialSystem_SortInfo_t[ nSortIDs ];
|
|
|
|
Assert( materialSortInfoArray );
|
|
|
|
materials->GetSortInfo( materialSortInfoArray );
|
|
|
|
|
|
|
|
int i = 0;
|
|
|
|
sortmap_t *pMap = (sortmap_t *)_alloca( sizeof(sortmap_t) * nSortIDs );
|
|
|
|
for ( i = 0; i < nSortIDs; i++ )
|
|
|
|
{
|
|
|
|
pMap[i].info = materialSortInfoArray[i];
|
|
|
|
pMap[i].index = i;
|
|
|
|
}
|
|
|
|
|
|
|
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
|
|
|
pSortMapRenderContext = pRenderContext;
|
|
|
|
|
|
|
|
qsort( pMap, nSortIDs, sizeof( sortmap_t ), SortMapCompareFunc );
|
|
|
|
|
|
|
|
int *pSortIDRemap = (int *)_alloca( sizeof(int) * nSortIDs );
|
|
|
|
for ( i = 0; i < nSortIDs; i++ )
|
|
|
|
{
|
|
|
|
materialSortInfoArray[i] = pMap[i].info;
|
|
|
|
pSortIDRemap[pMap[i].index] = i;
|
|
|
|
//Msg("Material %s, lightmap %d ", materialSortInfoArray[i].material->GetName(), materialSortInfoArray[i].lightmapPageID );
|
|
|
|
}
|
|
|
|
|
|
|
|
for ( int surfaceIndex = 0; surfaceIndex < host_state.worldbrush->numsurfaces; surfaceIndex++ )
|
|
|
|
{
|
|
|
|
SurfaceHandle_t surfID = SurfaceHandleFromIndex( surfaceIndex );
|
|
|
|
int sortID = MSurf_MaterialSortID( surfID );
|
|
|
|
#if _DEBUG
|
|
|
|
IMaterial *pMaterial = MSurf_TexInfo( surfID )->material;
|
|
|
|
|
|
|
|
if ( !HushAsserts() )
|
|
|
|
{
|
|
|
|
Assert ( materialSortInfoArray[pSortIDRemap[sortID]].material == pMaterial );
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
MSurf_MaterialSortID( surfID ) = pSortIDRemap[sortID];
|
|
|
|
}
|
|
|
|
|
|
|
|
// Create texcoords for subdivided surfaces
|
|
|
|
GenerateTexCoordsForPrimVerts();
|
|
|
|
// Create the hardware vertex buffers for each face
|
|
|
|
WorldStaticMeshCreate();
|
|
|
|
if ( developer.GetInt() )
|
|
|
|
{
|
|
|
|
MaterialSytsem_DoBumpWarnings();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool SurfHasBumpedLightmaps( SurfaceHandle_t surfID )
|
|
|
|
{
|
|
|
|
ASSERT_SURF_VALID( surfID );
|
|
|
|
bool hasBumpmap = false;
|
|
|
|
if( ( MSurf_TexInfo( surfID )->flags & SURF_BUMPLIGHT ) &&
|
|
|
|
( !( MSurf_TexInfo( surfID )->flags & SURF_NOLIGHT ) ) &&
|
|
|
|
( host_state.worldbrush->lightdata ) &&
|
|
|
|
( MSurf_Samples( surfID ) ) )
|
|
|
|
{
|
|
|
|
hasBumpmap = true;
|
|
|
|
}
|
|
|
|
return hasBumpmap;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool SurfNeedsBumpedLightmaps( SurfaceHandle_t surfID )
|
|
|
|
{
|
|
|
|
ASSERT_SURF_VALID( surfID );
|
|
|
|
assert( MSurf_TexInfo( surfID ) );
|
|
|
|
assert( MSurf_TexInfo( surfID )->material );
|
|
|
|
return MSurf_TexInfo( surfID )->material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS );
|
|
|
|
}
|
|
|
|
|
|
|
|
bool SurfHasLightmap( SurfaceHandle_t surfID )
|
|
|
|
{
|
|
|
|
ASSERT_SURF_VALID( surfID );
|
|
|
|
|
|
|
|
bool hasLightmap = false;
|
|
|
|
if( ( !( MSurf_TexInfo( surfID )->flags & SURF_NOLIGHT ) ) &&
|
|
|
|
( host_state.worldbrush->lightdata ) &&
|
|
|
|
( MSurf_Samples( surfID ) ) )
|
|
|
|
{
|
|
|
|
hasLightmap = true;
|
|
|
|
}
|
|
|
|
return hasLightmap;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool SurfNeedsLightmap( SurfaceHandle_t surfID )
|
|
|
|
{
|
|
|
|
ASSERT_SURF_VALID( surfID );
|
|
|
|
assert( MSurf_TexInfo( surfID ) );
|
|
|
|
assert( MSurf_TexInfo( surfID )->material );
|
|
|
|
if (MSurf_TexInfo( surfID )->flags & SURF_NOLIGHT)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
return MSurf_TexInfo( surfID )->material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_LIGHTMAP );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: This builds the surface info for a terrain face
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void BuildMSurfaceVerts( const worldbrushdata_t *pBrushData, SurfaceHandle_t surfID, Vector *verts,
|
|
|
|
Vector2D *texCoords, Vector2D lightCoords[][4] )
|
|
|
|
{
|
|
|
|
SurfaceCtx_t ctx;
|
|
|
|
SurfSetupSurfaceContext( ctx, surfID );
|
|
|
|
|
|
|
|
int vertCount = MSurf_VertCount( surfID );
|
|
|
|
int vertFirstIndex = MSurf_FirstVertIndex( surfID );
|
|
|
|
for ( int i = 0; i < vertCount; i++ )
|
|
|
|
{
|
|
|
|
int vertIndex = pBrushData->vertindices[vertFirstIndex + i];
|
|
|
|
|
|
|
|
// world-space vertex
|
|
|
|
Vector& vec = pBrushData->vertexes[vertIndex].position;
|
|
|
|
|
|
|
|
// output to mesh
|
|
|
|
if ( verts )
|
|
|
|
{
|
|
|
|
VectorCopy( vec, verts[i] );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( texCoords )
|
|
|
|
{
|
|
|
|
SurfComputeTextureCoordinate( ctx, surfID, vec, texCoords[i] );
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// garymct: normalized (within space of surface) lightmap texture coordinates
|
|
|
|
//
|
|
|
|
if ( lightCoords )
|
|
|
|
{
|
|
|
|
SurfComputeLightmapCoordinate( ctx, surfID, vec, lightCoords[i][0] );
|
|
|
|
|
|
|
|
if ( MSurf_Flags( surfID ) & SURFDRAW_BUMPLIGHT )
|
|
|
|
{
|
|
|
|
// bump maps appear left to right in lightmap page memory, calculate the offset for the
|
|
|
|
// width of a single map
|
|
|
|
for ( int bumpID = 1; bumpID <= NUM_BUMP_VECTS; bumpID++ )
|
|
|
|
{
|
|
|
|
lightCoords[i][bumpID][0] = lightCoords[i][0][0] + (bumpID * ctx.m_BumpSTexCoordOffset);
|
|
|
|
lightCoords[i][bumpID][1] = lightCoords[i][0][1];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void BuildMSurfacePrimVerts( worldbrushdata_t *pBrushData, mprimitive_t *prim, CMeshBuilder &builder, SurfaceHandle_t surfID )
|
|
|
|
{
|
|
|
|
Vector tVect;
|
|
|
|
bool negate = false;
|
|
|
|
// FIXME: For some reason, normals are screwed up on water surfaces. Revisit this once we have normals started in primverts.
|
|
|
|
if ( MSurf_Flags( surfID ) & SURFDRAW_TANGENTSPACE )
|
|
|
|
{
|
|
|
|
negate = TangentSpaceSurfaceSetup( surfID, tVect );
|
|
|
|
}
|
|
|
|
// Vector& normal = pBrushData->vertnormals[ pBrushData->vertnormalindices[MSurf_FirstVertNormal( surfID )] ];
|
|
|
|
|
|
|
|
for ( int i = 0; i < prim->vertCount; i++ )
|
|
|
|
{
|
|
|
|
mprimvert_t &primVert = pBrushData->primverts[prim->firstVert + i];
|
|
|
|
builder.Position3fv( primVert.pos.Base() );
|
|
|
|
builder.Normal3fv( MSurf_Plane( surfID ).normal.Base() );
|
|
|
|
// builder.Normal3fv( normal.Base() );
|
|
|
|
builder.TexCoord2fv( 0, primVert.texCoord );
|
|
|
|
builder.TexCoord2fv( 1, primVert.lightCoord );
|
|
|
|
if ( MSurf_Flags( surfID ) & SURFDRAW_TANGENTSPACE )
|
|
|
|
{
|
|
|
|
Vector tangentS, tangentT;
|
|
|
|
TangentSpaceComputeBasis( tangentS, tangentT, MSurf_Plane( surfID ).normal, tVect, false );
|
|
|
|
builder.TangentS3fv( tangentS.Base() );
|
|
|
|
builder.TangentT3fv( tangentT.Base() );
|
|
|
|
}
|
|
|
|
builder.AdvanceVertex();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void BuildMSurfacePrimIndices( worldbrushdata_t *pBrushData, mprimitive_t *prim, CMeshBuilder &builder )
|
|
|
|
{
|
|
|
|
for ( int i = 0; i < prim->indexCount; i++ )
|
|
|
|
{
|
|
|
|
unsigned short primIndex = pBrushData->primindices[prim->firstIndex + i];
|
|
|
|
builder.Index( primIndex - prim->firstVert );
|
|
|
|
builder.AdvanceIndex();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Here's a version of the mesh builder used to allow for client DLL to draw brush models
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//-----------------------------------------------------------------------------
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void BuildBrushModelVertexArray(worldbrushdata_t *pBrushData, SurfaceHandle_t surfID, BrushVertex_t* pVerts )
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{
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SurfaceCtx_t ctx;
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SurfSetupSurfaceContext( ctx, surfID );
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Vector tVect;
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bool negate = false;
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if ( MSurf_Flags( surfID ) & SURFDRAW_TANGENTSPACE )
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{
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negate = TangentSpaceSurfaceSetup( surfID, tVect );
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}
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for ( int i = 0; i < MSurf_VertCount( surfID ); i++ )
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{
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int vertIndex = pBrushData->vertindices[MSurf_FirstVertIndex( surfID ) + i];
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// world-space vertex
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Vector& vec = pBrushData->vertexes[vertIndex].position;
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// output to mesh
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VectorCopy( vec, pVerts[i].m_Pos );
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Vector2D uv;
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SurfComputeTextureCoordinate( ctx, surfID, vec, pVerts[i].m_TexCoord );
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// garymct: normalized (within space of surface) lightmap texture coordinates
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SurfComputeLightmapCoordinate( ctx, surfID, vec, pVerts[i].m_LightmapCoord );
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// Activate this if necessary
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// if ( surf->flags & SURFDRAW_BUMPLIGHT )
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// {
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// // bump maps appear left to right in lightmap page memory, calculate
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// // the offset for the width of a single map. The pixel shader will use
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// // this to compute the actual texture coordinates
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// builder.TexCoord2f( 2, ctx.m_BumpSTexCoordOffset, 0.0f );
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// }
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Vector& normal = pBrushData->vertnormals[ pBrushData->vertnormalindices[MSurf_FirstVertNormal( surfID ) + i] ];
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VectorCopy( normal, pVerts[i].m_Normal );
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if ( MSurf_Flags( surfID ) & SURFDRAW_TANGENTSPACE )
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{
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Vector tangentS, tangentT;
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TangentSpaceComputeBasis( tangentS, tangentT, normal, tVect, negate );
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VectorCopy( tangentS, pVerts[i].m_TangentS );
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VectorCopy( tangentT, pVerts[i].m_TangentT );
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}
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}
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}
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#endif // SWDS
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void CMSurfaceSortList::Init( int maxSortIDs, int minMaterialLists )
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{
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m_list.RemoveAll();
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m_list.EnsureCapacity(minMaterialLists);
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m_maxSortIDs = maxSortIDs;
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int groupMax = maxSortIDs*MAX_MAT_SORT_GROUPS;
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m_groups.RemoveAll();
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m_groups.EnsureCount(groupMax);
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int groupBytes = (groupMax+7)>>3;
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m_groupUsed.EnsureCount(groupBytes);
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Q_memset(m_groupUsed.Base(), 0, groupBytes);
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for ( int i = 0; i < MAX_MAT_SORT_GROUPS; i++ )
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{
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m_sortGroupLists[i].RemoveAll();
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int cap = (i==0) ? 128 : 16;
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m_sortGroupLists[i].EnsureCapacity(cap);
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groupOffset[i] = m_maxSortIDs * i;
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}
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InitGroup(&m_emptyGroup);
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}
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void CMSurfaceSortList::InitGroup( surfacesortgroup_t *pGroup )
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{
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pGroup->listHead = -1;
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pGroup->listTail = -1;
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pGroup->vertexCount = 0;
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pGroup->groupListIndex = -1;
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pGroup->vertexCountNoDetail = 0;
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pGroup->indexCountNoDetail = 0;
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pGroup->triangleCount = 0;
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pGroup->surfaceCount = 0;
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}
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void CMSurfaceSortList::Shutdown()
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{
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}
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void CMSurfaceSortList::Reset()
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{
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Init( m_maxSortIDs, m_list.NumAllocated() );
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}
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// this resizes the groups and groupUsed arrays
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void CMSurfaceSortList::EnsureMaxSortIDs( int newMaxSortIDs )
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{
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if ( newMaxSortIDs > m_maxSortIDs )
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{
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int oldMax = m_maxSortIDs;
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// compute new size, expand by minimum of 256
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newMaxSortIDs += 255;
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newMaxSortIDs -= (newMaxSortIDs&255);
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int groupMax = newMaxSortIDs * MAX_MAT_SORT_GROUPS;
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int groupBytes = (groupMax+7)>>3;
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// resize the arrays
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m_groups.EnsureCount(groupMax);
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m_groupUsed.EnsureCount(groupBytes);
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// now loop through the list backwards and move the old data over
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for ( int i = MAX_MAT_SORT_GROUPS; --i >= 0; )
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{
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for ( int j = newMaxSortIDs; --j >= 0; )
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{
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int newIndex = (i * newMaxSortIDs) + j;
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if ( j < oldMax )
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{
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// when i == 0, the group indices overlap so they don't need to be remapped
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if ( i != 0 )
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{
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int oldIndex = (i * oldMax) + j;
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MarkGroupNotUsed(newIndex);
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if ( IsGroupUsed(oldIndex) )
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{
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MarkGroupNotUsed(oldIndex);
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MarkGroupUsed(newIndex);
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m_groups[newIndex] = m_groups[oldIndex];
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InitGroup( &m_groups[oldIndex] );
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}
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}
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if ( IsGroupUsed(newIndex) && m_groups[newIndex].groupListIndex >= 0 )
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{
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m_sortGroupLists[i][m_groups[newIndex].groupListIndex] = &m_groups[newIndex];
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}
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}
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else
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{
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MarkGroupNotUsed(newIndex);
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}
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}
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groupOffset[i] = i*newMaxSortIDs;
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}
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m_maxSortIDs = newMaxSortIDs;
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}
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}
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void CMSurfaceSortList::AddSurfaceToTail( msurface2_t *pSurface, int sortGroup, int sortID )
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{
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Assert(sortGroup<MAX_MAT_SORT_GROUPS);
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int index = groupOffset[sortGroup] + sortID;
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surfacesortgroup_t *pGroup = &m_groups[index];
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if ( !IsGroupUsed(index) )
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{
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MarkGroupUsed(index);
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InitGroup(pGroup);
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}
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materiallist_t *pList = NULL;
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short prevIndex = -1;
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int vertCount = MSurf_VertCount(pSurface);
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int triangleCount = vertCount - 2;
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pGroup->triangleCount += triangleCount;
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pGroup->surfaceCount++;
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pGroup->vertexCount += vertCount;
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if (MSurf_Flags(pSurface) & SURFDRAW_NODE)
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{
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pGroup->vertexCountNoDetail += vertCount;
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pGroup->indexCountNoDetail += triangleCount * 3;
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}
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if ( pGroup->listTail != m_list.InvalidIndex() )
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{
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// existing block
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pList = &m_list[pGroup->listTail];
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if ( pList->count >= ARRAYSIZE(pList->pSurfaces) )
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{
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prevIndex = pGroup->listTail;
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// no space in existing block
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pList = NULL;
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}
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}
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// use existing block?
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if ( pList )
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{
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pList->pSurfaces[pList->count] = pSurface;
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pList->count++;
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}
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else
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{
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// allocate a new block
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short nextBlock = m_list.AddToTail();
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if ( prevIndex >= 0 )
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{
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m_list[prevIndex].nextBlock = nextBlock;
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}
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pGroup->listTail = nextBlock;
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// handle the first use case
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if ( pGroup->listHead == m_list.InvalidIndex() )
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{
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// UNDONE: This should really be sorted by sortID would help reduce state changes
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// NOTE: Doesn't seem to help much in benchmarks to sort this vector
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index = m_sortGroupLists[sortGroup].AddToTail(pGroup);
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pGroup->groupListIndex = index;
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pGroup->listHead = nextBlock;
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}
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pList = &m_list[nextBlock];
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pList->nextBlock = m_list.InvalidIndex();
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pList->count = 1;
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pList->pSurfaces[0] = pSurface;
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}
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}
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msurface2_t *CMSurfaceSortList::GetSurfaceAtHead( const surfacesortgroup_t &group ) const
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{
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if ( group.listHead == m_list.InvalidIndex() )
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return NULL;
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Assert(m_list[group.listHead].count>0);
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return m_list[group.listHead].pSurfaces[0];
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}
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void CMSurfaceSortList::GetSurfaceListForGroup( CUtlVector<msurface2_t *> &list, const surfacesortgroup_t &group ) const
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{
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MSL_FOREACH_SURFACE_IN_GROUP_BEGIN( *this, group, surfID )
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{
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list.AddToTail(surfID);
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}
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MSL_FOREACH_SURFACE_IN_GROUP_END()
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}
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#ifndef SWDS
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IMaterial *GetMaterialAtCrossHair( void )
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{
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Vector endPoint;
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Vector lightmapColor;
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// max_range * sqrt(3)
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VectorMA( MainViewOrigin(), COORD_EXTENT * 1.74f, MainViewForward(), endPoint );
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SurfaceHandle_t hitSurfID = R_LightVec( MainViewOrigin(), endPoint, false, lightmapColor );
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if( IS_SURF_VALID( hitSurfID ) )
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{
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return MSurf_TexInfo( hitSurfID )->material;
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}
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else
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{
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return NULL;
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}
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}
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// hack
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extern void DrawLightmapPage( int lightmapPageID );
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static float textureS, textureT;
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static SurfaceHandle_t s_CrossHairSurfID;;
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static Vector crossHairDiffuseLightColor;
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static Vector crossHairBaseColor;
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static float lightmapCoords[2];
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void SaveSurfAtCrossHair()
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{
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Vector endPoint;
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Vector lightmapColor;
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// max_range * sqrt(3)
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VectorMA( MainViewOrigin(), COORD_EXTENT * 1.74f, MainViewForward(), endPoint );
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s_CrossHairSurfID = R_LightVec( MainViewOrigin(), endPoint, false, lightmapColor,
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&textureS, &textureT, &lightmapCoords[0], &lightmapCoords[1] );
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}
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2021-10-04 21:51:01 +00:00
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void DebugDrawLightmapAtCrossHair() // Lol
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2020-04-22 16:56:21 +00:00
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{
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2021-10-04 21:51:01 +00:00
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#if 0
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2020-04-22 16:56:21 +00:00
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IMaterial *pMaterial;
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int lightmapPageSize[2];
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2021-10-04 21:51:01 +00:00
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if( !s_CrossHairSurfID )
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2020-04-22 16:56:21 +00:00
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return;
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materials->GetLightmapPageSize( materialSortInfoArray[MSurf_MaterialSortID( s_CrossHairSurfID )].lightmapPageID,
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&lightmapPageSize[0], &lightmapPageSize[1] );
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pMaterial = MSurf_TexInfo( s_CrossHairSurfID )->material;
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// pMaterial->GetLowResColorSample( textureS, textureT, baseColor );
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DrawLightmapPage( materialSortInfoArray[MSurf_MaterialSortID( s_CrossHairSurfID )].lightmapPageID );
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int i;
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for( i = 0; i < 2; i++ )
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{
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xy[i] =
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( ( float )pCrossHairSurf->offsetIntoLightmapPage[i] / ( float )lightmapPageSize[i] ) +
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lightmapCoord[i] * ( pCrossHairSurf->lightmapExtents[i] / ( float )lightmapPageSize[i] );
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}
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materials->Bind( g_materialWireframe );
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IMesh* pMesh = materials->GetDynamicMesh( g_materialWireframe );
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_QUAD, 1 );
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meshBuilder.Position3f(
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meshBuilder.AdvanceVertex();
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meshBuilder.End();
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pMesh->Draw();
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#endif
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}
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void ReleaseMaterialSystemObjects();
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void RestoreMaterialSystemObjects( int nChangeFlags );
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void ForceMatSysRestore()
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{
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ReleaseMaterialSystemObjects();
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RestoreMaterialSystemObjects( 0 );
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}
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#endif
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