mirror of
https://github.com/nillerusr/source-engine.git
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390 lines
11 KiB
C++
390 lines
11 KiB
C++
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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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//===========================================================================//
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#include "studiorender.h"
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#include "studiorendercontext.h"
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#include "materialsystem/imaterialsystem.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/imaterialvar.h"
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#include "materialsystem/imesh.h"
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#include "optimize.h"
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#include "mathlib/vmatrix.h"
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#include "tier0/vprof.h"
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#include "tier1/strtools.h"
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#include "tier1/KeyValues.h"
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#include "tier0/memalloc.h"
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#include "convar.h"
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#include "materialsystem/itexture.h"
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#include "tier2/tier2.h"
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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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static ConVar r_studio_stats( "r_studio_stats", "0", FCVAR_CHEAT );
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inline float TriangleArea( const Vector &v0, const Vector &v1, const Vector &v2 )
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{
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Vector vecEdge0, vecEdge1, vecCross;
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VectorSubtract( v1, v0, vecEdge0 );
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VectorSubtract( v2, v0, vecEdge1 );
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CrossProduct( vecEdge0, vecEdge1, vecCross );
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return ( VectorLength( vecCross ) * 0.5f );
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}
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void CStudioRender::R_GatherStats( studiomeshgroup_t *pGroup, CMeshBuilder &MeshBuilder, IMesh *pMesh, IMaterial *pMaterial )
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{
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int nCount = 0;
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float flSurfaceArea = 0.0f;
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float flTriSurfaceArea = 0.0f;
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float flTextureSurfaceArea = 0.0f;
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int nFrontFacing = 0;
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CUtlVector< Vector > Positions;
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CUtlVector< Vector2D > TextureCoords;
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CUtlVector< short > Indexes;
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CUtlVector< float > TriAreas;
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CUtlVector< float > TextureAreas;
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int nTextureWidth = 0;
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int nTextureHeight = 0;
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IMaterialVar **pMaterialVar = pMaterial->GetShaderParams();
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for( int i = 0; i < pMaterial->ShaderParamCount(); i++ )
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{
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if ( pMaterialVar[ i ]->IsTexture() == false )
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{
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continue;
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}
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ITexture *pTexture = pMaterialVar[ i ]->GetTextureValue();
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if ( pTexture == NULL )
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{
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continue;
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}
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int nWidth = pTexture->GetActualWidth();
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if ( nWidth > nTextureWidth )
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{
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nTextureWidth = nWidth;
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}
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int nHeight = pTexture->GetActualHeight();
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if ( nHeight > nTextureHeight )
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{
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nTextureHeight = nHeight;
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}
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}
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Vector2D vTextureSize( nTextureWidth, nTextureHeight );
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VMatrix m_ViewMatrix, m_ProjectionMatrix, m_ViewProjectionMatrix;
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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pRenderContext->GetMatrix( MATERIAL_VIEW, &m_ViewMatrix );
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pRenderContext->GetMatrix( MATERIAL_PROJECTION, &m_ProjectionMatrix );
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MatrixMultiply( m_ProjectionMatrix, m_ViewMatrix, m_ViewProjectionMatrix );
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Positions.EnsureCapacity( MeshBuilder.VertexCount() );
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Positions.SetCount( MeshBuilder.VertexCount() );
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TextureCoords.EnsureCapacity( MeshBuilder.VertexCount() );
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TextureCoords.SetCount( MeshBuilder.VertexCount() );
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for( int i = 0; i < MeshBuilder.VertexCount(); i++ )
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{
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MeshBuilder.SelectVertex( i );
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Positions[ i ] = *( const Vector * )MeshBuilder.Position();
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TextureCoords[ i ] = ( *( const Vector2D * )MeshBuilder.TexCoord( 0 ) ) * vTextureSize;
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}
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int nNumIndexes = 0;
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for (int j = 0; j < pGroup->m_NumStrips; ++j)
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{
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OptimizedModel::StripHeader_t *pStrip = &pGroup->m_pStripData[ j ];
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nNumIndexes += pStrip->numIndices;
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}
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Indexes.EnsureCapacity( nNumIndexes );
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Indexes.SetCount( nNumIndexes );
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TriAreas.EnsureCapacity( nNumIndexes / 3 );
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TriAreas.SetCount( nNumIndexes / 3 );
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TextureAreas.EnsureCapacity( nNumIndexes / 3 );
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TextureAreas.SetCount( nNumIndexes / 3 );
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for (int j = 0; j < pGroup->m_NumStrips; ++j)
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{
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OptimizedModel::StripHeader_t *pStrip = &pGroup->m_pStripData[ j ];
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for( int i = 0; i < pStrip->numIndices; i += 3 )
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{
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Indexes[ pStrip->indexOffset + i ] = pGroup->m_pIndices[ pStrip->indexOffset + i ];
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Indexes[ pStrip->indexOffset + i + 1 ] = pGroup->m_pIndices[ pStrip->indexOffset + i + 1 ];
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Indexes[ pStrip->indexOffset + i + 2 ] = pGroup->m_pIndices[ pStrip->indexOffset + i + 2 ];
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TriAreas[ ( pStrip->indexOffset + i ) / 3 ] = 0.0f;
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TextureAreas[ ( pStrip->indexOffset + i ) / 3 ] = 0.0f;
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}
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}
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const float UNIFORM_SCREEN_WIDTH = 1600.0f;
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const float UNIFORM_SCREEN_HEIGHT = 1200.0f;
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for (int j = 0; j < pGroup->m_NumStrips; ++j)
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{
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OptimizedModel::StripHeader_t *pStrip = &pGroup->m_pStripData[ j ];
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for( int i = 0; i < pStrip->numIndices; i += 3 )
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{
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int nIndex1 = pGroup->m_pIndices[ pStrip->indexOffset + i ];
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int nIndex2 = pGroup->m_pIndices[ pStrip->indexOffset + i + 1 ];
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int nIndex3 = pGroup->m_pIndices[ pStrip->indexOffset + i + 2 ];
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MeshBuilder.SelectVertex( nIndex1 );
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const float *pPos1 = MeshBuilder.Position();
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MeshBuilder.SelectVertex( nIndex2 );
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const float *pPos2 = MeshBuilder.Position();
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MeshBuilder.SelectVertex( nIndex3 );
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const float *pPos3 = MeshBuilder.Position();
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float flTriArea = TriangleArea( *( const Vector * )( pPos1 ), *( const Vector * )( pPos2 ), *( const Vector * )( pPos3 ) );
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flSurfaceArea += flTriArea;
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Vector V1View, V2View, V3View;
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m_ViewProjectionMatrix.V3Mul( *( const Vector * )( pPos1 ), V1View );
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m_ViewProjectionMatrix.V3Mul( *( const Vector * )( pPos2 ), V2View );
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m_ViewProjectionMatrix.V3Mul( *( const Vector * )( pPos3 ), V3View );
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Vector vNormal;
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float flIntercept;
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ComputeTrianglePlane( V1View, V2View, V3View, vNormal, flIntercept );
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V1View = ( V1View * 0.5f ) + Vector( 0.5f, 0.5f, 0.5f );
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V1View *= Vector( UNIFORM_SCREEN_WIDTH, UNIFORM_SCREEN_HEIGHT, 1.0f );
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V2View = ( V2View * 0.5f ) + Vector( 0.5f, 0.5f, 0.5f );
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V2View *= Vector( UNIFORM_SCREEN_WIDTH, UNIFORM_SCREEN_HEIGHT, 1.0f );
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V3View = ( V3View * 0.5f ) + Vector( 0.5f, 0.5f, 0.5f );
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V3View *= Vector( UNIFORM_SCREEN_WIDTH, UNIFORM_SCREEN_HEIGHT, 1.0f );
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flTriArea = -TriArea2D( V1View, V2View, V3View );
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if ( flTriArea > 0.0f )
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{
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nFrontFacing++;
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flTriSurfaceArea += flTriArea;
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TriAreas[ ( pStrip->indexOffset + i ) / 3 ] = flTriArea;
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Vector2D TexV1 = TextureCoords[ nIndex1 ];
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Vector2D TexV2 = TextureCoords[ nIndex2 ];
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Vector2D TexV3 = TextureCoords[ nIndex3 ];
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flTriArea = fabs( TriArea2D( TexV1, TexV2, TexV3 ) );
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flTextureSurfaceArea += flTriArea;
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TextureAreas[ ( pStrip->indexOffset + i ) / 3 ] = flTriArea;
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}
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}
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nCount += pStrip->numIndices;
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}
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// Msg( "%d / %d / %g / %g ||| %d / %g\n", MeshBuilder.VertexCount(), nCount, flSurfaceArea, flTriSurfaceArea, nFrontFacing, flTriSurfaceArea / (float)nFrontFacing );
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for( int i = 0; i < MeshBuilder.VertexCount(); i++ )
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{
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MeshBuilder.SelectVertex( i );
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MeshBuilder.Position3f( 0.0f, 0.0f, 0.0f );
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}
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MeshBuilder.End();
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pMesh->MarkAsDrawn();
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pMaterial = materials->FindMaterial( "debug/modelstats", TEXTURE_GROUP_OTHER );
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pRenderContext->Bind( pMaterial );
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int nRenderCount = -1;
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for (int j = 0; j < pGroup->m_NumStrips; ++j)
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{
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OptimizedModel::StripHeader_t *pStrip = &pGroup->m_pStripData[ j ];
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for( int i = 0; i < pStrip->numIndices; i += 3 )
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{
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if ( nRenderCount >= 10000 || nRenderCount == -1 )
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{
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if ( nRenderCount >= 0 )
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{
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MeshBuilder.End( false, true );
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}
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pMesh = pRenderContext->GetDynamicMeshEx( false );
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nRenderCount = 0;
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if ( nFrontFacing > 10000 )
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{
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MeshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 10000 );
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nFrontFacing -= 10000;
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}
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else
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{
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MeshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nFrontFacing );
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}
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}
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int nIndex1 = Indexes[ pStrip->indexOffset + i ];
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int nIndex2 = Indexes[ pStrip->indexOffset + i + 1 ];
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int nIndex3 = Indexes[ pStrip->indexOffset + i + 2 ];
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float flArea = TriAreas[ ( pStrip->indexOffset + i ) / 3 ];
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if ( flArea > 0.0f )
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{
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Vector vColor;
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if ( r_studio_stats.GetInt() == 1 )
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{
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if ( flArea < 20.0f )
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{
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vColor.Init( 1.0f, 0.0f, 0.0f );
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}
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else if ( flArea < 50.0f )
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{
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vColor.Init( 1.0f, 0.565f, 0.0f );
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}
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else if ( flArea < 100.0f )
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{
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vColor.Init( 1.0f, 0.871f, 0.0f );
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}
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else if ( flArea < 200.0f )
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{
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vColor.Init( 0.701f, 1.0f, 0.0f );
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}
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else
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{
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vColor.Init( 0.0f, 1.0f, 0.0f );
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}
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}
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else
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{
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float flArea = TextureAreas[ ( pStrip->indexOffset + i ) / 3 ] / TriAreas[ ( pStrip->indexOffset + i ) / 3 ];
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if ( flArea >= 16.0f )
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{
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vColor.Init( 1.0f, 0.0f, 0.0f );
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}
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else if ( flArea >= 8.0f )
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{
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vColor.Init( 1.0f, 0.565f, 0.0f );
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}
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else if ( flArea >= 4.0f )
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{
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vColor.Init( 1.0f, 0.871f, 0.0f );
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}
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else if ( flArea >= 2.0f )
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{
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vColor.Init( 0.701f, 1.0f, 0.0f );
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}
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else if ( flArea >= 1.0f )
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{
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vColor.Init( 0.0f, 1.0f, 0.0f );
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}
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else
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{
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vColor.Init( 0.0f, 0.871f, 1.0f );
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}
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}
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MeshBuilder.Position3fv( Positions[ nIndex1 ].Base() );
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MeshBuilder.Color3fv( vColor.Base() );
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MeshBuilder.AdvanceVertex();
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MeshBuilder.Position3fv( Positions[ nIndex2 ].Base() );
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MeshBuilder.Color3fv( vColor.Base() );
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MeshBuilder.AdvanceVertex();
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MeshBuilder.Position3fv( Positions[ nIndex3 ].Base() );
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MeshBuilder.Color3fv( vColor.Base() );
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MeshBuilder.AdvanceVertex();
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nRenderCount++;
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}
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}
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}
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if ( nRenderCount >= 0 )
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{
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MeshBuilder.End( false, true );
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}
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}
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//-----------------------------------------------------------------------------
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// Main model rendering entry point
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//-----------------------------------------------------------------------------
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void CStudioRender::ModelStats( const DrawModelInfo_t& info, const StudioRenderContext_t &rc,
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matrix3x4_t *pBoneToWorld, const FlexWeights_t &flex, int flags )
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{
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StudioRenderContext_t StatsRC = rc;
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StatsRC.m_Config.m_bStatsMode = true;
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m_pRC = const_cast< StudioRenderContext_t* >( &StatsRC );
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m_pFlexWeights = flex.m_pFlexWeights;
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m_pFlexDelayedWeights = flex.m_pFlexDelayedWeights;
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m_pBoneToWorld = pBoneToWorld;
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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// Disable flex if we're told to...
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bool flexConfig = m_pRC->m_Config.bFlex;
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if (flags & STUDIORENDER_DRAW_NO_FLEXES)
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{
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m_pRC->m_Config.bFlex = false;
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}
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// Enable wireframe if we're told to...
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bool bWireframe = m_pRC->m_Config.bWireframe;
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if ( flags & STUDIORENDER_DRAW_WIREFRAME )
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{
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m_pRC->m_Config.bWireframe = true;
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}
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int boneMask = BONE_USED_BY_VERTEX_AT_LOD( info.m_Lod );
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// Preserve the matrices if we're skinning
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pRenderContext->MatrixMode( MATERIAL_MODEL );
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pRenderContext->PushMatrix();
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pRenderContext->LoadIdentity();
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m_VertexCache.StartModel();
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m_pStudioHdr = info.m_pStudioHdr;
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m_pStudioMeshes = info.m_pHardwareData->m_pLODs[info.m_Lod].m_pMeshData;
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// Bone to world must be set before calling drawmodel; it uses that here
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ComputePoseToWorld( m_PoseToWorld, m_pStudioHdr, boneMask, m_pRC->m_ViewOrigin, pBoneToWorld );
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R_StudioRenderModel( pRenderContext, info.m_Skin, info.m_Body, info.m_HitboxSet, info.m_pClientEntity,
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info.m_pHardwareData->m_pLODs[info.m_Lod].ppMaterials,
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info.m_pHardwareData->m_pLODs[info.m_Lod].pMaterialFlags, flags, boneMask, info.m_Lod, info.m_pColorMeshes);
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// Restore the matrices if we're skinning
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pRenderContext->MatrixMode( MATERIAL_MODEL );
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pRenderContext->PopMatrix();
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// Restore the configs
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m_pRC->m_Config.bFlex = flexConfig;
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m_pRC->m_Config.bWireframe = bWireframe;
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#ifdef REPORT_FLEX_STATS
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GetFlexStats();
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#endif
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StatsRC.m_Config.m_bStatsMode = false;
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pRenderContext->SetNumBoneWeights( 0 );
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m_pRC = NULL;
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m_pBoneToWorld = NULL;
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m_pFlexWeights = NULL;
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m_pFlexDelayedWeights = NULL;
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}
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