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