mirror of
https://github.com/nillerusr/source-engine.git
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1320 lines
39 KiB
C++
1320 lines
39 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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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "render_pch.h"
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#include "modelloader.h"
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#include "gl_model_private.h"
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#include "gl_lightmap.h"
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#include "disp.h"
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#include "mathlib/mathlib.h"
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#include "gl_rsurf.h"
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#include "gl_matsysiface.h"
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#include "zone.h"
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#include "materialsystem/imesh.h"
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#include "materialsystem/ivballoctracker.h"
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#include "mathlib/vector.h"
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#include "iscratchpad3d.h"
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#include "tier0/fasttimer.h"
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#include "lowpassstream.h"
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#include "con_nprint.h"
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#include "tier2/tier2.h"
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#include "tier0/dbg.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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void BuildTagData( CCoreDispInfo *pCoreDisp, CDispInfo *pDisp );
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void SmoothDispSurfNormals( CCoreDispInfo **ppListBase, int nListSize );
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// This makes sure that whoever is creating and deleting CDispInfos frees them all
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// (and calls their destructors) before the module is gone.
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class CConstructorChecker
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{
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public:
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CConstructorChecker() {m_nConstructedObjects = 0;}
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~CConstructorChecker() {Assert(m_nConstructedObjects == 0);}
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int m_nConstructedObjects;
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} g_ConstructorChecker;
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//-----------------------------------------------------------------------------
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// Static helpers.
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//-----------------------------------------------------------------------------
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static void BuildDispGetSurfNormals( Vector points[4], Vector normals[4] )
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{
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//
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// calculate the displacement surface normal
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//
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Vector tmp[2];
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Vector normal;
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tmp[0] = points[1] - points[0];
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tmp[1] = points[3] - points[0];
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normal = tmp[1].Cross( tmp[0] );
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VectorNormalize( normal );
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for( int i = 0; i < 4; i++ )
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{
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normals[i] = normal;
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}
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}
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static bool FindExtraDependency( unsigned short *pDependencies, int nDependencies, int iDisp )
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{
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for( int i=0; i < nDependencies; i++ )
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{
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if ( pDependencies[i] == iDisp )
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return true;
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}
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return false;
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}
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static CDispGroup* FindCombo( CUtlVector<CDispGroup*> &combos, int idLMPage, IMaterial *pMaterial )
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{
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for( int i=0; i < combos.Size(); i++ )
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{
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if( combos[i]->m_LightmapPageID == idLMPage && combos[i]->m_pMaterial == pMaterial )
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return combos[i];
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}
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return NULL;
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}
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static CDispGroup* AddCombo( CUtlVector<CDispGroup*> &combos, int idLMPage, IMaterial *pMaterial )
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{
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CDispGroup *pCombo = new CDispGroup;
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pCombo->m_LightmapPageID = idLMPage;
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pCombo->m_pMaterial = pMaterial;
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pCombo->m_nVisible = 0;
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combos.AddToTail( pCombo );
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return pCombo;
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}
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static inline CDispInfo* GetModelDisp( model_t const *pWorld, int i )
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{
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return static_cast< CDispInfo* >(
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DispInfo_IndexArray( pWorld->brush.pShared->hDispInfos, i ) );
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}
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static void BuildDispSurfInit(
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model_t *pWorld,
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CCoreDispInfo *pBuildDisp,
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SurfaceHandle_t worldSurfID )
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{
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if( !IS_SURF_VALID( worldSurfID ) )
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return;
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ASSERT_SURF_VALID( worldSurfID );
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Vector surfPoints[4];
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Vector surfNormals[4];
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Vector2D surfTexCoords[4];
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Vector2D surfLightCoords[4][4];
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if ( MSurf_VertCount( worldSurfID ) != 4 )
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return;
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#ifndef SWDS
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BuildMSurfaceVerts( pWorld->brush.pShared, worldSurfID, surfPoints, surfTexCoords, surfLightCoords );
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#endif
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BuildDispGetSurfNormals( surfPoints, surfNormals );
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CCoreDispSurface *pDispSurf = pBuildDisp->GetSurface();
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int surfFlag = pDispSurf->GetFlags();
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int nLMVects = 1;
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if( MSurf_Flags( worldSurfID ) & SURFDRAW_BUMPLIGHT )
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{
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surfFlag |= CCoreDispInfo::SURF_BUMPED;
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nLMVects = NUM_BUMP_VECTS + 1;
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}
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pDispSurf->SetPointCount( 4 );
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for( int i = 0; i < 4; i++ )
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{
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pDispSurf->SetPoint( i, surfPoints[i] );
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pDispSurf->SetPointNormal( i, surfNormals[i] );
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pDispSurf->SetTexCoord( i, surfTexCoords[i] );
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for( int j = 0; j < nLMVects; j++ )
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{
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pDispSurf->SetLuxelCoord( j, i, surfLightCoords[i][j] );
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}
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}
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Vector vecS = MSurf_TexInfo( worldSurfID )->textureVecsTexelsPerWorldUnits[0].AsVector3D();
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Vector vecT = MSurf_TexInfo( worldSurfID )->textureVecsTexelsPerWorldUnits[1].AsVector3D();
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VectorNormalize( vecS );
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VectorNormalize( vecT );
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pDispSurf->SetSAxis( vecS );
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pDispSurf->SetTAxis( vecT );
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pDispSurf->SetFlags( surfFlag );
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pDispSurf->FindSurfPointStartIndex();
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pDispSurf->AdjustSurfPointData();
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#ifndef SWDS
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//
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// adjust the lightmap coordinates -- this is currently done redundantly!
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// the will be fixed correctly when the displacement common code is written.
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// This is here to get things running for (GDC, E3)
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//
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SurfaceCtx_t ctx;
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SurfSetupSurfaceContext( ctx, worldSurfID );
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int lightmapWidth = MSurf_LightmapExtents( worldSurfID )[0];
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int lightmapHeight = MSurf_LightmapExtents( worldSurfID )[1];
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Vector2D uv( 0.0f, 0.0f );
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for ( int ndxLuxel = 0; ndxLuxel < 4; ndxLuxel++ )
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{
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switch( ndxLuxel )
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{
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case 0: { uv.Init( 0.0f, 0.0f ); break; }
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case 1: { uv.Init( 0.0f, ( float )lightmapHeight ); break; }
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case 2: { uv.Init( ( float )lightmapWidth, ( float )lightmapHeight ); break; }
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case 3: { uv.Init( ( float )lightmapWidth, 0.0f ); break; }
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}
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uv.x += 0.5f;
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uv.y += 0.5f;
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uv *= ctx.m_Scale;
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uv += ctx.m_Offset;
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pDispSurf->SetLuxelCoord( 0, ndxLuxel, uv );
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}
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#endif
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}
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VertexFormat_t ComputeDisplacementStaticMeshVertexFormat( const IMaterial * pMaterial, const CDispGroup *pCombo, const ddispinfo_t *pMapDisps )
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{
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VertexFormat_t vertexFormat = pMaterial->GetVertexFormat();
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// FIXME: set VERTEX_FORMAT_COMPRESSED if there are no artifacts and if it saves enough memory (use 'mem_dumpvballocs')
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vertexFormat &= ~VERTEX_FORMAT_COMPRESSED;
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// FIXME: check for and strip unused vertex elements (TANGENT_S/T?)
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return vertexFormat;
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}
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void AddEmptyMesh(
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model_t *pWorld,
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CDispGroup *pCombo,
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const ddispinfo_t *pMapDisps,
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int *pDispInfos,
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int nDisps,
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int nTotalVerts,
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int nTotalIndices )
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{
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CMatRenderContextPtr pRenderContext( materials );
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CGroupMesh *pMesh = new CGroupMesh;
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pCombo->m_Meshes.AddToTail( pMesh );
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VertexFormat_t vertexFormat = ComputeDisplacementStaticMeshVertexFormat( pCombo->m_pMaterial, pCombo, pMapDisps );
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pMesh->m_pMesh = pRenderContext->CreateStaticMesh( vertexFormat, TEXTURE_GROUP_STATIC_VERTEX_BUFFER_DISP );
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pMesh->m_pGroup = pCombo;
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pMesh->m_nVisible = 0;
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CMeshBuilder builder;
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builder.Begin( pMesh->m_pMesh, MATERIAL_TRIANGLES, nTotalVerts, nTotalIndices );
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// Just advance the verts and indices and leave the data blank for now.
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builder.AdvanceIndices( nTotalIndices );
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builder.AdvanceVertices( nTotalVerts );
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builder.End();
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pMesh->m_DispInfos.SetSize( nDisps );
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pMesh->m_Visible.SetSize( nDisps );
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pMesh->m_VisibleDisps.SetSize( nDisps );
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int iVertOffset = 0;
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int iIndexOffset = 0;
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for( int iDisp=0; iDisp < nDisps; iDisp++ )
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{
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CDispInfo *pDisp = GetModelDisp( pWorld, pDispInfos[iDisp] );
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const ddispinfo_t *pMapDisp = &pMapDisps[ pDispInfos[iDisp] ];
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pDisp->m_pMesh = pMesh;
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pDisp->m_iVertOffset = iVertOffset;
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pDisp->m_iIndexOffset = iIndexOffset;
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int nVerts, nIndices;
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CalcMaxNumVertsAndIndices( pMapDisp->power, &nVerts, &nIndices );
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iVertOffset += nVerts;
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iIndexOffset += nIndices;
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pMesh->m_DispInfos[iDisp] = pDisp;
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}
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Assert( iVertOffset == nTotalVerts );
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Assert( iIndexOffset == nTotalIndices );
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}
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void FillStaticBuffer(
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CGroupMesh *pMesh,
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CDispInfo *pDisp,
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const CCoreDispInfo *pCoreDisp,
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const CDispVert *pVerts,
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int nLightmaps )
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{
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#ifndef SWDS
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// Put the verts into the buffer.
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int nVerts, nIndices;
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CalcMaxNumVertsAndIndices( pDisp->GetPower(), &nVerts, &nIndices );
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CMeshBuilder builder;
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builder.BeginModify( pMesh->m_pMesh, pDisp->m_iVertOffset, nVerts, 0, 0 );
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SurfaceCtx_t ctx;
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SurfSetupSurfaceContext( ctx, pDisp->GetParent() );
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for( int i=0; i < nVerts; i++ )
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{
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// NOTE: position comes from our system-memory buffer so when you're restoring
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// static buffers (from alt+tab), it includes changes from terrain mods.
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const Vector &vPos = pCoreDisp->GetVert( i );
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builder.Position3f( vPos.x, vPos.y, vPos.z );
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const Vector &vNormal = pCoreDisp->GetNormal( i );
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builder.Normal3f( vNormal.x, vNormal.y, vNormal.z );
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Vector vec;
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pCoreDisp->GetTangentS( i, vec );
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builder.TangentS3f( VectorExpand( vec ) );
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pCoreDisp->GetTangentT( i, vec );
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builder.TangentT3f( VectorExpand( vec ) );
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Vector2D texCoord;
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pCoreDisp->GetTexCoord( i, texCoord );
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builder.TexCoord2f( 0, texCoord.x, texCoord.y );
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Vector2D lightCoord;
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{
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pCoreDisp->GetLuxelCoord( 0, i, lightCoord );
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builder.TexCoord2f( DISP_LMCOORDS_STAGE, lightCoord.x, lightCoord.y );
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}
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float flAlpha = ( ( CCoreDispInfo * )pCoreDisp )->GetAlpha( i );
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flAlpha *= ( 1.0f / 255.0f );
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flAlpha = clamp( flAlpha, 0.0f, 1.0f );
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builder.Color4f( 1.0f, 1.0f, 1.0f, flAlpha );
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if( nLightmaps > 1 )
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{
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SurfComputeLightmapCoordinate( ctx, pDisp->GetParent(), pDisp->m_Verts[i].m_vPos, lightCoord );
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builder.TexCoord2f( 2, ctx.m_BumpSTexCoordOffset, 0.0f );
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}
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builder.AdvanceVertex();
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}
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builder.EndModify();
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#endif
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}
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void CDispInfo::CopyMapDispData( const ddispinfo_t *pBuildDisp )
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{
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m_iLightmapAlphaStart = pBuildDisp->m_iLightmapAlphaStart;
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m_Power = pBuildDisp->power;
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Assert( m_Power >= 2 && m_Power <= NUM_POWERINFOS );
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m_pPowerInfo = ::GetPowerInfo( m_Power );
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// Max # of indices:
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// Take the number of triangles (2 * (size-1) * (size-1))
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// and multiply by 3!
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// These can be non-null in the case of task switch restore
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int size = GetSideLength();
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m_Indices.SetSize( 6 * (size-1) * (size-1) );
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// Per-node information
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if (m_pNodeInfo)
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delete[] m_pNodeInfo;
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m_pNodeInfo = new DispNodeInfo_t[m_pPowerInfo->m_NodeCount];
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}
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void DispInfo_CreateMaterialGroups( model_t *pWorld, const MaterialSystem_SortInfo_t *pSortInfos )
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{
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for ( int iDisp=0; iDisp < pWorld->brush.pShared->numDispInfos; iDisp++ )
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{
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CDispInfo *pDisp = GetModelDisp( pWorld, iDisp );
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int idLMPage = pSortInfos[MSurf_MaterialSortID( pDisp->m_ParentSurfID )].lightmapPageID;
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CDispGroup *pCombo = FindCombo( g_DispGroups, idLMPage, MSurf_TexInfo( pDisp->m_ParentSurfID )->material );
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if( !pCombo )
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pCombo = AddCombo( g_DispGroups, idLMPage, MSurf_TexInfo( pDisp->m_ParentSurfID )->material );
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MEM_ALLOC_CREDIT();
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pCombo->m_DispInfos.AddToTail( iDisp );
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}
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}
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void DispInfo_LinkToParentFaces( model_t *pWorld, const ddispinfo_t *pMapDisps, int nDisplacements )
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{
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for ( int iDisp=0; iDisp < nDisplacements; iDisp++ )
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{
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const ddispinfo_t *pMapDisp = &pMapDisps[iDisp];
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CDispInfo *pDisp = GetModelDisp( pWorld, iDisp );
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// Set its parent.
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SurfaceHandle_t surfID = SurfaceHandleFromIndex( pMapDisp->m_iMapFace );
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Assert( pMapDisp->m_iMapFace >= 0 && pMapDisp->m_iMapFace < pWorld->brush.pShared->numsurfaces );
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Assert( MSurf_Flags( surfID ) & SURFDRAW_HAS_DISP );
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surfID->pDispInfo = pDisp;
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pDisp->SetParent( surfID );
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}
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}
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void DispInfo_CreateEmptyStaticBuffers( model_t *pWorld, const ddispinfo_t *pMapDisps )
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{
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// For each combo, create empty buffers.
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for( int i=0; i < g_DispGroups.Size(); i++ )
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{
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CDispGroup *pCombo = g_DispGroups[i];
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int nTotalVerts=0, nTotalIndices=0;
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int iStart = 0;
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for( int iDisp=0; iDisp < pCombo->m_DispInfos.Size(); iDisp++ )
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{
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const ddispinfo_t *pMapDisp = &pMapDisps[pCombo->m_DispInfos[iDisp]];
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int nVerts, nIndices;
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CalcMaxNumVertsAndIndices( pMapDisp->power, &nVerts, &nIndices );
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// If we're going to pass our vertex buffer limit, or we're at the last one,
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// make a static buffer and fill it up.
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if( (nTotalVerts + nVerts) > MAX_STATIC_BUFFER_VERTS ||
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(nTotalIndices + nIndices) > MAX_STATIC_BUFFER_INDICES )
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{
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AddEmptyMesh( pWorld, pCombo, pMapDisps, &pCombo->m_DispInfos[iStart], iDisp-iStart, nTotalVerts, nTotalIndices );
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Assert( nTotalVerts > 0 && nTotalIndices > 0 );
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nTotalVerts = nTotalIndices = 0;
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iStart = iDisp;
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--iDisp;
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}
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else if( iDisp == pCombo->m_DispInfos.Size()-1 )
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{
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AddEmptyMesh( pWorld, pCombo, pMapDisps, &pCombo->m_DispInfos[iStart], iDisp-iStart+1, nTotalVerts+nVerts, nTotalIndices+nIndices );
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break;
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}
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else
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{
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nTotalVerts += nVerts;
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nTotalIndices += nIndices;
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pWorld -
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// iDisp -
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// *pMapDisp -
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// *pCoreDisp -
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// *pVerts -
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// pWorld -
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// iDisp -
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// Output : Returns true on success, false on failure.
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// Information: Setup the CCoreDispInfo using the ddispinfo_t and have it translate the data
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// into a format we'll copy into the rendering structures. This roundaboutness is because
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// of legacy code. It should all just be stored in the map file, but it's not a high priority right now.
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//-----------------------------------------------------------------------------
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bool DispInfo_CreateFromMapDisp( model_t *pWorld, int iDisp, const ddispinfo_t *pMapDisp, CCoreDispInfo *pCoreDisp, const CDispVert *pVerts,
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const CDispTri *pTris,const MaterialSystem_SortInfo_t *pSortInfos, bool bRestoring )
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{
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// Get the matching CDispInfo to fill in.
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CDispInfo *pDisp = GetModelDisp( pWorld, iDisp );
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// Initialize the core disp info with data from the map displacement.
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pCoreDisp->GetSurface()->SetPointStart( pMapDisp->startPosition );
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pCoreDisp->InitDispInfo( pMapDisp->power, pMapDisp->minTess, pMapDisp->smoothingAngle, pVerts, pTris );
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pCoreDisp->SetNeighborData( pMapDisp->m_EdgeNeighbors, pMapDisp->m_CornerNeighbors );
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// Copy the allowed verts list.
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ErrorIfNot( pCoreDisp->GetAllowedVerts().GetNumDWords() == sizeof( pMapDisp->m_AllowedVerts ) / 4, ( "DispInfo_StoreMapData: size mismatch in 'allowed verts' list" ) );
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for ( int iVert = 0; iVert < pCoreDisp->GetAllowedVerts().GetNumDWords(); ++iVert )
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{
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pCoreDisp->GetAllowedVerts().SetDWord( iVert, pMapDisp->m_AllowedVerts[iVert] );
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}
|
|
|
|
// Build the reset of the intermediate data from the initial map displacement data.
|
|
BuildDispSurfInit( pWorld, pCoreDisp, pDisp->GetParent() );
|
|
if ( !pCoreDisp->Create() )
|
|
return false;
|
|
|
|
// Save the point start index - needed for overlays.
|
|
pDisp->m_iPointStart = pCoreDisp->GetSurface()->GetPointStartIndex();
|
|
|
|
// Now setup the CDispInfo.
|
|
pDisp->m_Index = static_cast<unsigned short>( iDisp );
|
|
|
|
// Store ddispinfo_t data.
|
|
pDisp->CopyMapDispData( pMapDisp );
|
|
|
|
// Store CCoreDispInfo data.
|
|
if( !pDisp->CopyCoreDispData( pWorld, pSortInfos, pCoreDisp, bRestoring ) )
|
|
return false;
|
|
|
|
// Initialize all the active and other verts after setting up neighbors.
|
|
pDisp->InitializeActiveVerts();
|
|
pDisp->m_iLightmapSamplePositionStart = pMapDisp->m_iLightmapSamplePositionStart;
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pWorld -
|
|
// iDisp -
|
|
// *pCoreDisp -
|
|
// *pVerts -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
void DispInfo_CreateStaticBuffersAndTags( model_t *pWorld, int iDisp, CCoreDispInfo *pCoreDisp, const CDispVert *pVerts )
|
|
{
|
|
// Get the matching CDispInfo to fill in.
|
|
CDispInfo *pDisp = GetModelDisp( pWorld, iDisp );
|
|
|
|
// Now copy the CCoreDisp's data into the static buffer.
|
|
FillStaticBuffer( pDisp->m_pMesh, pDisp, pCoreDisp, pVerts, pDisp->NumLightMaps() );
|
|
|
|
// Now build the tagged data for visualization.
|
|
BuildTagData( pCoreDisp, pDisp );
|
|
}
|
|
|
|
// On the xbox, we lock the meshes ahead of time.
|
|
void SetupMeshReaders( model_t *pWorld, int nDisplacements )
|
|
{
|
|
for ( int iDisp=0; iDisp < nDisplacements; iDisp++ )
|
|
{
|
|
CDispInfo *pDisp = GetModelDisp( pWorld, iDisp );
|
|
|
|
MeshDesc_t desc;
|
|
memset( &desc, 0, sizeof( desc ) );
|
|
|
|
desc.m_VertexSize_Position = sizeof( CDispRenderVert );
|
|
desc.m_VertexSize_TexCoord[0] = sizeof( CDispRenderVert );
|
|
desc.m_VertexSize_TexCoord[DISP_LMCOORDS_STAGE] = sizeof( CDispRenderVert );
|
|
desc.m_VertexSize_Normal = sizeof( CDispRenderVert );
|
|
desc.m_VertexSize_TangentS = sizeof( CDispRenderVert );
|
|
desc.m_VertexSize_TangentT = sizeof( CDispRenderVert );
|
|
|
|
CDispRenderVert *pBaseVert = pDisp->m_Verts.Base();
|
|
desc.m_pPosition = (float*)&pBaseVert->m_vPos;
|
|
desc.m_pTexCoord[0] = (float*)&pBaseVert->m_vTexCoord;
|
|
desc.m_pTexCoord[DISP_LMCOORDS_STAGE] = (float*)&pBaseVert->m_LMCoords;
|
|
desc.m_pNormal = (float*)&pBaseVert->m_vNormal;
|
|
desc.m_pTangentS = (float*)&pBaseVert->m_vSVector;
|
|
desc.m_pTangentT = (float*)&pBaseVert->m_vTVector;
|
|
|
|
desc.m_nIndexSize = 1;
|
|
desc.m_pIndices = pDisp->m_Indices.Base();
|
|
|
|
pDisp->m_MeshReader.BeginRead_Direct( desc, pDisp->NumVerts(), pDisp->m_nIndices );
|
|
}
|
|
}
|
|
|
|
void UpdateDispBBoxes( model_t *pWorld, int nDisplacements )
|
|
{
|
|
for ( int iDisp=0; iDisp < nDisplacements; iDisp++ )
|
|
{
|
|
CDispInfo *pDisp = GetModelDisp( pWorld, iDisp );
|
|
pDisp->UpdateBoundingBox();
|
|
}
|
|
}
|
|
|
|
|
|
#include "tier0/memdbgoff.h"
|
|
bool DispInfo_LoadDisplacements( model_t *pWorld, bool bRestoring )
|
|
{
|
|
const MaterialSystem_SortInfo_t *pSortInfos = materialSortInfoArray;
|
|
|
|
int nDisplacements = CMapLoadHelper::LumpSize( LUMP_DISPINFO ) / sizeof( ddispinfo_t );
|
|
int nLuxels = CMapLoadHelper::LumpSize( LUMP_DISP_LIGHTMAP_ALPHAS );
|
|
int nSamplePositionBytes = CMapLoadHelper::LumpSize( LUMP_DISP_LIGHTMAP_SAMPLE_POSITIONS );
|
|
|
|
// Setup the world's list of displacements.
|
|
if ( bRestoring )
|
|
{
|
|
/* Breakpoint-able: */
|
|
if (pWorld->brush.pShared->numDispInfos != nDisplacements)
|
|
{
|
|
volatile int a = 0; a = a + 1;
|
|
}
|
|
|
|
if ( !pWorld->brush.pShared->numDispInfos && nDisplacements )
|
|
{
|
|
// Attempting to restore displacements before displacements got loaded
|
|
return false;
|
|
}
|
|
|
|
ErrorIfNot(
|
|
pWorld->brush.pShared->numDispInfos == nDisplacements,
|
|
("DispInfo_LoadDisplacments: dispcounts (%d and %d) don't match.", pWorld->brush.pShared->numDispInfos, nDisplacements)
|
|
);
|
|
|
|
ErrorIfNot(
|
|
g_DispLMAlpha.Count() == nLuxels,
|
|
("DispInfo_LoadDisplacements: lightmap alpha counts (%d and %d) don't match.", g_DispLMAlpha.Count(), nLuxels)
|
|
);
|
|
}
|
|
else
|
|
{
|
|
// Create the displacements.
|
|
pWorld->brush.pShared->numDispInfos = nDisplacements;
|
|
pWorld->brush.pShared->hDispInfos = DispInfo_CreateArray( pWorld->brush.pShared->numDispInfos );
|
|
|
|
// Load lightmap alphas.
|
|
{
|
|
MEM_ALLOC_CREDIT();
|
|
g_DispLMAlpha.SetSize( nLuxels );
|
|
}
|
|
CMapLoadHelper lhDispLMAlphas( LUMP_DISP_LIGHTMAP_ALPHAS );
|
|
lhDispLMAlphas.LoadLumpData( 0, nLuxels, g_DispLMAlpha.Base() );
|
|
|
|
// Load lightmap sample positions.
|
|
{
|
|
MEM_ALLOC_CREDIT();
|
|
g_DispLightmapSamplePositions.SetSize( nSamplePositionBytes );
|
|
}
|
|
CMapLoadHelper lhDispLMPositions( LUMP_DISP_LIGHTMAP_SAMPLE_POSITIONS );
|
|
lhDispLMPositions.LoadLumpData( 0, nSamplePositionBytes, g_DispLightmapSamplePositions.Base() );
|
|
}
|
|
|
|
// Free old data.
|
|
DispInfo_ReleaseMaterialSystemObjects( pWorld );
|
|
|
|
// load the displacement info structures into temporary space
|
|
// using temporary storage that is not the stack for compatibility with console stack
|
|
#ifndef _X360
|
|
ddispinfo_t tempDisps[MAX_MAP_DISPINFO];
|
|
#else
|
|
CUtlMemory< ddispinfo_t > m_DispInfoBuf( 0, MAX_MAP_DISPINFO );
|
|
ddispinfo_t *tempDisps = m_DispInfoBuf.Base();
|
|
#endif
|
|
ErrorIfNot(
|
|
nDisplacements <= MAX_MAP_DISPINFO,
|
|
("DispInfo_LoadDisplacements: nDisplacements (%d) > MAX_MAP_DISPINFO (%d)", nDisplacements, MAX_MAP_DISPINFO)
|
|
);
|
|
CMapLoadHelper lhDispInfo( LUMP_DISPINFO );
|
|
lhDispInfo.LoadLumpData( 0, nDisplacements * sizeof( ddispinfo_t ), tempDisps );
|
|
|
|
// Now hook up the displacements to their parents.
|
|
DispInfo_LinkToParentFaces( pWorld, tempDisps, nDisplacements );
|
|
|
|
// First, create "groups" (or "combos") which contain all the displacements that
|
|
// use the same material and lightmap.
|
|
DispInfo_CreateMaterialGroups( pWorld, pSortInfos );
|
|
|
|
// Now make the static buffers for each material/lightmap combo.
|
|
if ( g_VBAllocTracker )
|
|
g_VBAllocTracker->TrackMeshAllocations( "DispInfo_LoadDisplacements" );
|
|
DispInfo_CreateEmptyStaticBuffers( pWorld, tempDisps );
|
|
if ( g_VBAllocTracker )
|
|
g_VBAllocTracker->TrackMeshAllocations( NULL );
|
|
|
|
// Now setup each displacement one at a time.
|
|
// using temporary storage that is not the stack for compatibility with console stack
|
|
#ifndef _X360
|
|
CDispVert tempVerts[MAX_DISPVERTS];
|
|
#else
|
|
CUtlMemory< CDispVert > m_DispVertsBuf( 0, MAX_DISPVERTS );
|
|
CDispVert *tempVerts = m_DispVertsBuf.Base();
|
|
#endif
|
|
|
|
#ifndef _X360
|
|
CDispTri tempTris[MAX_DISPTRIS];
|
|
#else
|
|
// using temporary storage that is not the stack for compatibility with console stack
|
|
CUtlMemory< CDispTri > m_DispTrisBuf( 0, MAX_DISPTRIS );
|
|
CDispTri *tempTris = m_DispTrisBuf.Base();
|
|
#endif
|
|
|
|
int iCurVert = 0;
|
|
int iCurTri = 0;
|
|
|
|
// Core displacement list.
|
|
CUtlVector<CCoreDispInfo*> aCoreDisps;
|
|
int iDisp = 0;
|
|
for ( iDisp = 0; iDisp < nDisplacements; ++iDisp )
|
|
{
|
|
CCoreDispInfo *pCoreDisp = new CCoreDispInfo;
|
|
aCoreDisps.AddToTail( pCoreDisp );
|
|
}
|
|
|
|
CMapLoadHelper lhDispVerts( LUMP_DISP_VERTS );
|
|
CMapLoadHelper lhDispTris( LUMP_DISP_TRIS );
|
|
|
|
for ( iDisp = 0; iDisp < nDisplacements; ++iDisp )
|
|
{
|
|
// Get the current map displacement.
|
|
ddispinfo_t *pMapDisp = &tempDisps[iDisp];
|
|
if ( !pMapDisp )
|
|
continue;
|
|
|
|
// Load the vertices from the file.
|
|
int nVerts = NUM_DISP_POWER_VERTS( pMapDisp->power );
|
|
ErrorIfNot( nVerts <= MAX_DISPVERTS, ( "DispInfo_LoadDisplacements: invalid vertex count (%d)", nVerts ) );
|
|
lhDispVerts.LoadLumpData( iCurVert * sizeof(CDispVert), nVerts*sizeof(CDispVert), tempVerts );
|
|
iCurVert += nVerts;
|
|
|
|
// Load the triangle indices from the file.
|
|
int nTris = NUM_DISP_POWER_TRIS( pMapDisp->power );
|
|
ErrorIfNot( nTris <= MAX_DISPTRIS, ( "DispInfo_LoadDisplacements: invalid tri count (%d)", nTris ) );
|
|
lhDispTris.LoadLumpData( iCurTri * sizeof(CDispTri), nTris*sizeof(CDispTri), tempTris );
|
|
iCurTri += nTris;
|
|
|
|
// Now create the CoreDispInfo and the base CDispInfo.
|
|
if ( !DispInfo_CreateFromMapDisp( pWorld, iDisp, pMapDisp, aCoreDisps[iDisp], tempVerts, tempTris, pSortInfos, bRestoring ) )
|
|
return false;
|
|
}
|
|
|
|
// Smooth Normals.
|
|
SmoothDispSurfNormals( aCoreDisps.Base(), nDisplacements );
|
|
|
|
// Fill in the static buffers.
|
|
for ( iDisp = 0; iDisp < nDisplacements; ++iDisp )
|
|
{
|
|
DispInfo_CreateStaticBuffersAndTags( pWorld, iDisp, aCoreDisps[iDisp], tempVerts );
|
|
|
|
// Copy over the now blended normals
|
|
CDispInfo *pDisp = GetModelDisp( pWorld, iDisp );
|
|
pDisp->CopyCoreDispVertData( aCoreDisps[iDisp], pDisp->m_BumpSTexCoordOffset );
|
|
|
|
}
|
|
|
|
// Destroy core displacement list.
|
|
aCoreDisps.PurgeAndDeleteElements();
|
|
|
|
// If we're not using LOD, then maximally tesselate all the displacements and
|
|
// make sure they never change.
|
|
for ( iDisp=0; iDisp < nDisplacements; iDisp++ )
|
|
{
|
|
CDispInfo *pDisp = GetModelDisp( pWorld, iDisp );
|
|
|
|
pDisp->m_ActiveVerts = pDisp->m_AllowedVerts;
|
|
}
|
|
|
|
for ( iDisp=0; iDisp < nDisplacements; iDisp++ )
|
|
{
|
|
CDispInfo *pDisp = GetModelDisp( pWorld, iDisp );
|
|
pDisp->TesselateDisplacement();
|
|
}
|
|
|
|
SetupMeshReaders( pWorld, nDisplacements );
|
|
|
|
UpdateDispBBoxes( pWorld, nDisplacements );
|
|
|
|
return true;
|
|
}
|
|
#include "tier0/memdbgon.h"
|
|
|
|
|
|
void DispInfo_ReleaseMaterialSystemObjects( model_t *pWorld )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
// Free all the static meshes.
|
|
for( int iGroup=0; iGroup < g_DispGroups.Size(); iGroup++ )
|
|
{
|
|
CDispGroup *pGroup = g_DispGroups[iGroup];
|
|
|
|
for( int iMesh=0; iMesh < pGroup->m_Meshes.Size(); iMesh++ )
|
|
{
|
|
CGroupMesh *pMesh = pGroup->m_Meshes[iMesh];
|
|
|
|
pRenderContext->DestroyStaticMesh( pMesh->m_pMesh );
|
|
}
|
|
|
|
pGroup->m_Meshes.PurgeAndDeleteElements();
|
|
}
|
|
|
|
g_DispGroups.PurgeAndDeleteElements();
|
|
|
|
|
|
// Clear pointers in the dispinfos.
|
|
if( pWorld )
|
|
{
|
|
for( int iDisp=0; iDisp < pWorld->brush.pShared->numDispInfos; iDisp++ )
|
|
{
|
|
CDispInfo *pDisp = GetModelDisp( pWorld, iDisp );
|
|
if ( !pDisp )
|
|
{
|
|
AssertOnce( 0 );
|
|
continue;
|
|
}
|
|
|
|
pDisp->m_pMesh = NULL;
|
|
pDisp->m_iVertOffset = pDisp->m_iIndexOffset = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// CDispInfo implementation.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
CDispInfo::CDispInfo()
|
|
{
|
|
m_ParentSurfID = SURFACE_HANDLE_INVALID;
|
|
|
|
m_bTouched = false;
|
|
|
|
++g_ConstructorChecker.m_nConstructedObjects;
|
|
|
|
m_BBoxMin.Init();
|
|
m_BBoxMax.Init();
|
|
|
|
m_idLMPage = -1;
|
|
|
|
m_pPowerInfo = NULL;
|
|
|
|
m_ViewerSphereCenter.Init( 1e24, 1e24, 1e24 );
|
|
|
|
m_bInUse = false;
|
|
|
|
m_pNodeInfo = 0;
|
|
|
|
m_pMesh = NULL;
|
|
|
|
m_Tag = NULL;
|
|
m_pDispArray = NULL;
|
|
|
|
m_FirstDecal = DISP_DECAL_HANDLE_INVALID;
|
|
m_FirstShadowDecal = DISP_SHADOW_HANDLE_INVALID;
|
|
|
|
for ( int i=0; i < 4; i++ )
|
|
{
|
|
m_EdgeNeighbors[i].SetInvalid();
|
|
m_CornerNeighbors[i].SetInvalid();
|
|
}
|
|
}
|
|
|
|
|
|
CDispInfo::~CDispInfo()
|
|
{
|
|
if (m_pNodeInfo)
|
|
delete[] m_pNodeInfo;
|
|
|
|
delete[] m_pWalkIndices;
|
|
delete[] m_pBuildIndices;
|
|
|
|
--g_ConstructorChecker.m_nConstructedObjects;
|
|
|
|
// All the decals should have been freed through
|
|
// CModelLoader::Map_UnloadModel -> R_DecalTerm
|
|
Assert( m_FirstDecal == DISP_DECAL_HANDLE_INVALID );
|
|
Assert( m_FirstShadowDecal == DISP_SHADOW_HANDLE_INVALID );
|
|
}
|
|
|
|
|
|
void CDispInfo::CopyCoreDispVertData( const CCoreDispInfo *pCoreDisp, float bumpSTexCoordOffset )
|
|
{
|
|
#ifndef SWDS
|
|
if( NumLightMaps() <= 1 )
|
|
{
|
|
bumpSTexCoordOffset = 0.0f;
|
|
}
|
|
// Copy vertex positions (for backfacing tests).
|
|
m_Verts.SetSize( m_pPowerInfo->m_MaxVerts );
|
|
m_BumpSTexCoordOffset = bumpSTexCoordOffset;
|
|
for( int i=0; i < NumVerts(); i++ )
|
|
{
|
|
pCoreDisp->GetVert( i, m_Verts[i].m_vPos );
|
|
|
|
pCoreDisp->GetTexCoord( i, m_Verts[i].m_vTexCoord );
|
|
pCoreDisp->GetLuxelCoord( 0, i, m_Verts[i].m_LMCoords );
|
|
|
|
// mat_normals needs this as well as the dynamic lighting code
|
|
pCoreDisp->GetNormal( i, m_Verts[i].m_vNormal );
|
|
pCoreDisp->GetTangentS( i, m_Verts[i].m_vSVector );
|
|
pCoreDisp->GetTangentT( i, m_Verts[i].m_vTVector );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
bool CDispInfo::CopyCoreDispData(
|
|
model_t *pWorld,
|
|
const MaterialSystem_SortInfo_t *pSortInfos,
|
|
const CCoreDispInfo *pCoreDisp,
|
|
bool bRestoring )
|
|
{
|
|
m_idLMPage = pSortInfos[MSurf_MaterialSortID( GetParent() )].lightmapPageID;
|
|
|
|
#ifndef SWDS
|
|
SurfaceCtx_t ctx;
|
|
SurfSetupSurfaceContext( ctx, GetParent() );
|
|
#endif
|
|
|
|
// Restoring is only for alt+tabbing, which can't happen on consoles
|
|
if ( IsPC() && bRestoring )
|
|
{
|
|
#ifndef SWDS
|
|
// When restoring, have to recompute lightmap coords
|
|
if( NumLightMaps() > 1 )
|
|
{
|
|
m_BumpSTexCoordOffset = ctx.m_BumpSTexCoordOffset;
|
|
}
|
|
else
|
|
{
|
|
m_BumpSTexCoordOffset = 0.0f;
|
|
}
|
|
for( int i=0; i < NumVerts(); i++ )
|
|
{
|
|
pCoreDisp->GetLuxelCoord( 0, i, m_Verts[i].m_LMCoords );
|
|
}
|
|
#endif // SWDS
|
|
return true;
|
|
}
|
|
|
|
// When restoring, leave all this data the same.
|
|
const CCoreDispSurface *pSurface = pCoreDisp->GetSurface();
|
|
for( int index=0; index < 4; index++ )
|
|
{
|
|
pSurface->GetTexCoord( index, m_BaseSurfaceTexCoords[index] );
|
|
m_BaseSurfacePositions[index] = pSurface->GetPoint( index );
|
|
}
|
|
|
|
#ifndef SWDS
|
|
CopyCoreDispVertData( pCoreDisp, ctx.m_BumpSTexCoordOffset );
|
|
#endif
|
|
|
|
// Copy neighbor info.
|
|
for ( int iEdge=0; iEdge < 4; iEdge++ )
|
|
{
|
|
m_EdgeNeighbors[iEdge] = *pCoreDisp->GetEdgeNeighbor( iEdge );
|
|
m_CornerNeighbors[iEdge] = *pCoreDisp->GetCornerNeighbors( iEdge );
|
|
}
|
|
|
|
// Copy allowed verts.
|
|
m_AllowedVerts = pCoreDisp->GetAllowedVerts();
|
|
|
|
m_nIndices = 0;
|
|
return true;
|
|
}
|
|
|
|
|
|
int CDispInfo::NumLightMaps()
|
|
{
|
|
return (MSurf_Flags( m_ParentSurfID ) & SURFDRAW_BUMPLIGHT) ? NUM_BUMP_VECTS+1 : 1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// NOTE: You cannot use the builddisp.cpp IsTriWalkable, IsTriBuildable functions
|
|
// because the flags are different having been collapsed in vbsp
|
|
//-----------------------------------------------------------------------------
|
|
void BuildTagData( CCoreDispInfo *pCoreDisp, CDispInfo *pDisp )
|
|
{
|
|
int nWalkTest = 0;
|
|
int nBuildTest = 0;
|
|
int iTri;
|
|
for ( iTri = 0; iTri < pCoreDisp->GetTriCount(); ++iTri )
|
|
{
|
|
if ( pCoreDisp->IsTriTag( iTri, DISPTRI_TAG_WALKABLE ) )
|
|
{
|
|
nWalkTest++;
|
|
}
|
|
|
|
if ( pCoreDisp->IsTriTag( iTri, DISPTRI_TAG_BUILDABLE ) )
|
|
{
|
|
nBuildTest++;
|
|
}
|
|
}
|
|
|
|
nWalkTest *= 3;
|
|
nBuildTest *= 3;
|
|
|
|
pDisp->m_pWalkIndices = new unsigned short[nWalkTest];
|
|
pDisp->m_pBuildIndices = new unsigned short[nBuildTest];
|
|
|
|
int nWalkCount = 0;
|
|
int nBuildCount = 0;
|
|
for ( iTri = 0; iTri < pCoreDisp->GetTriCount(); ++iTri )
|
|
{
|
|
if ( pCoreDisp->IsTriTag( iTri, DISPTRI_TAG_WALKABLE ) )
|
|
{
|
|
pCoreDisp->GetTriIndices( iTri,
|
|
pDisp->m_pWalkIndices[nWalkCount],
|
|
pDisp->m_pWalkIndices[nWalkCount+1],
|
|
pDisp->m_pWalkIndices[nWalkCount+2] );
|
|
|
|
nWalkCount += 3;
|
|
}
|
|
|
|
if ( pCoreDisp->IsTriTag( iTri, DISPTRI_TAG_BUILDABLE ) )
|
|
{
|
|
pCoreDisp->GetTriIndices( iTri,
|
|
pDisp->m_pBuildIndices[nBuildCount],
|
|
pDisp->m_pBuildIndices[nBuildCount+1],
|
|
pDisp->m_pBuildIndices[nBuildCount+2] );
|
|
|
|
nBuildCount += 3;
|
|
}
|
|
}
|
|
|
|
Assert( nWalkCount == nWalkTest );
|
|
Assert( nBuildCount == nBuildTest );
|
|
|
|
pDisp->m_nWalkIndexCount = nWalkCount;
|
|
pDisp->m_nBuildIndexCount = nBuildCount;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pDisp -
|
|
// &vecPoint -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int FindNeighborCornerVert( CCoreDispInfo *pDisp, const Vector &vecPoint )
|
|
{
|
|
CDispUtilsHelper *pDispHelper = pDisp;
|
|
|
|
int iClosest = 0;
|
|
float flClosest = 1e24;
|
|
for ( int iCorner = 0; iCorner < 4; ++iCorner )
|
|
{
|
|
|
|
// Has it been touched?
|
|
CVertIndex viCornerVert = pDispHelper->GetPowerInfo()->GetCornerPointIndex( iCorner );
|
|
int iCornerVert = pDispHelper->VertIndexToInt( viCornerVert );
|
|
const Vector &vecCornerVert = pDisp->GetVert( iCornerVert );
|
|
|
|
float flDist = vecCornerVert.DistTo( vecPoint );
|
|
if ( flDist < flClosest )
|
|
{
|
|
iClosest = iCorner;
|
|
flClosest = flDist;
|
|
}
|
|
}
|
|
|
|
if ( flClosest <= 0.1f )
|
|
return iClosest;
|
|
else
|
|
return -1;
|
|
}
|
|
|
|
// sets a new normal/tangentS, recomputes tangent T
|
|
void UpdateTangentSpace(CCoreDispInfo *pDisp, int iVert, const Vector &vNormal, const Vector &vTanS)
|
|
{
|
|
Vector tanT;
|
|
pDisp->SetNormal( iVert, vNormal );
|
|
CrossProduct( vTanS, vNormal, tanT );
|
|
pDisp->SetTangentS(iVert, vTanS);
|
|
pDisp->SetTangentT(iVert, tanT);
|
|
}
|
|
|
|
void UpdateTangentSpace(CCoreDispInfo *pDisp, const CVertIndex &index, const Vector &vNormal, const Vector &vTanS)
|
|
{
|
|
UpdateTangentSpace(pDisp, pDisp->VertIndexToInt(index), vNormal, vTanS);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : **ppListBase -
|
|
// nListSize -
|
|
//-----------------------------------------------------------------------------
|
|
void BlendSubNeighbors( CCoreDispInfo **ppListBase, int nListSize )
|
|
{
|
|
// Loop through all of the displacements in the list.
|
|
for ( int iDisp = 0; iDisp < nListSize; ++iDisp )
|
|
{
|
|
// Get the current displacement.
|
|
CCoreDispInfo *pDisp = ppListBase[iDisp];
|
|
if ( !pDisp )
|
|
continue;
|
|
|
|
// Loop through all the edges of the displacement.
|
|
for ( int iEdge = 0; iEdge < 4; ++iEdge )
|
|
{
|
|
// Find valid neighbors along the edge.
|
|
CDispNeighbor *pEdge = pDisp->GetEdgeNeighbor( iEdge );
|
|
if ( !pEdge )
|
|
continue;
|
|
|
|
// Check to see if we have sub-neighbors - defines a t-junction in this world. If not,
|
|
// then the normal blend edges function will catch it all.
|
|
if ( !pEdge->m_SubNeighbors[0].IsValid() || !pEdge->m_SubNeighbors[1].IsValid() )
|
|
continue;
|
|
|
|
// Get the mid-point of the current displacement.
|
|
CVertIndex viMidPoint = pDisp->GetEdgeMidPoint( iEdge );
|
|
int iMidPoint = pDisp->VertIndexToInt( viMidPoint );
|
|
|
|
const Vector &vecMidPoint = pDisp->GetVert( iMidPoint );
|
|
|
|
// Get the current sub-neighbors along the edge.
|
|
CCoreDispInfo *pNeighbor1 = ppListBase[pEdge->m_SubNeighbors[0].GetNeighborIndex()];
|
|
CCoreDispInfo *pNeighbor2 = ppListBase[pEdge->m_SubNeighbors[1].GetNeighborIndex()];
|
|
|
|
// Get the current sub-neighbor corners.
|
|
int iCorners[2];
|
|
iCorners[0] = FindNeighborCornerVert( pNeighbor1, vecMidPoint );
|
|
iCorners[1] = FindNeighborCornerVert( pNeighbor2, vecMidPoint );
|
|
if ( iCorners[0] != -1 && iCorners[1] != -1 )
|
|
{
|
|
CVertIndex viCorners[2] = { pNeighbor1->GetCornerPointIndex( iCorners[0] ),pNeighbor2->GetCornerPointIndex( iCorners[1] ) };
|
|
|
|
// Accumulate the normals at the mid-point of the primary edge and corners of the sub-neighbors.
|
|
Vector vecAverage = pDisp->GetNormal( iMidPoint );
|
|
vecAverage += pNeighbor1->GetNormal( viCorners[0] );
|
|
vecAverage += pNeighbor2->GetNormal( viCorners[1] );
|
|
|
|
// Re-normalize.
|
|
VectorNormalize( vecAverage );
|
|
Vector vAvgTanS = pDisp->GetTangentS(iMidPoint);
|
|
vAvgTanS += pNeighbor1->GetTangentS(viCorners[0]);
|
|
vAvgTanS += pNeighbor2->GetTangentS(viCorners[1]);
|
|
VectorNormalize(vAvgTanS);
|
|
//vecAverage.Init( 0.0f, 0.0f, 1.0f );
|
|
|
|
// Set the new normal value back.
|
|
UpdateTangentSpace( pDisp, iMidPoint, vecAverage, vAvgTanS );
|
|
UpdateTangentSpace( pNeighbor1, viCorners[0], vecAverage, vAvgTanS );
|
|
UpdateTangentSpace( pNeighbor2, viCorners[1], vecAverage, vAvgTanS );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pDisp -
|
|
// iNeighbors[512] -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int GetAllNeighbors( const CCoreDispInfo *pDisp, int iNeighbors[512] )
|
|
{
|
|
int nNeighbors = 0;
|
|
|
|
// Check corner neighbors.
|
|
for ( int iCorner=0; iCorner < 4; iCorner++ )
|
|
{
|
|
const CDispCornerNeighbors *pCorner = pDisp->GetCornerNeighbors( iCorner );
|
|
|
|
for ( int i=0; i < pCorner->m_nNeighbors; i++ )
|
|
{
|
|
if ( nNeighbors < 512 )
|
|
iNeighbors[nNeighbors++] = pCorner->m_Neighbors[i];
|
|
}
|
|
}
|
|
|
|
for ( int iEdge=0; iEdge < 4; iEdge++ )
|
|
{
|
|
const CDispNeighbor *pEdge = pDisp->GetEdgeNeighbor( iEdge );
|
|
|
|
for ( int i=0; i < 2; i++ )
|
|
{
|
|
if ( pEdge->m_SubNeighbors[i].IsValid() )
|
|
if ( nNeighbors < 512 )
|
|
iNeighbors[nNeighbors++] = pEdge->m_SubNeighbors[i].GetNeighborIndex();
|
|
}
|
|
}
|
|
|
|
return nNeighbors;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : **ppListBase -
|
|
// listSize -
|
|
//-----------------------------------------------------------------------------
|
|
void BlendCorners( CCoreDispInfo **ppListBase, int nListSize )
|
|
{
|
|
CUtlVector<int> nbCornerVerts;
|
|
|
|
for ( int iDisp = 0; iDisp < nListSize; ++iDisp )
|
|
{
|
|
CCoreDispInfo *pDisp = ppListBase[iDisp];
|
|
|
|
int iNeighbors[512];
|
|
int nNeighbors = GetAllNeighbors( pDisp, iNeighbors );
|
|
|
|
// Make sure we have room for all the neighbors.
|
|
nbCornerVerts.RemoveAll();
|
|
nbCornerVerts.EnsureCapacity( nNeighbors );
|
|
nbCornerVerts.AddMultipleToTail( nNeighbors );
|
|
|
|
// For each corner.
|
|
for ( int iCorner=0; iCorner < 4; iCorner++ )
|
|
{
|
|
// Has it been touched?
|
|
CVertIndex cornerVert = pDisp->GetCornerPointIndex( iCorner );
|
|
int iCornerVert = pDisp->VertIndexToInt( cornerVert );
|
|
const Vector &vCornerVert = pDisp->GetVert( iCornerVert );
|
|
|
|
// For each displacement sharing this corner..
|
|
Vector vAverage = pDisp->GetNormal( iCornerVert );
|
|
Vector vAvgTanS;
|
|
pDisp->GetTangentS( iCornerVert, vAvgTanS );
|
|
|
|
for ( int iNeighbor=0; iNeighbor < nNeighbors; iNeighbor++ )
|
|
{
|
|
int iNBListIndex = iNeighbors[iNeighbor];
|
|
CCoreDispInfo *pNeighbor = ppListBase[iNBListIndex];
|
|
|
|
// Find out which vert it is on the neighbor.
|
|
int iNBCorner = FindNeighborCornerVert( pNeighbor, vCornerVert );
|
|
if ( iNBCorner == -1 )
|
|
{
|
|
nbCornerVerts[iNeighbor] = -1; // remove this neighbor from the list.
|
|
}
|
|
else
|
|
{
|
|
CVertIndex viNBCornerVert = pNeighbor->GetCornerPointIndex( iNBCorner );
|
|
int iNBVert = pNeighbor->VertIndexToInt( viNBCornerVert );
|
|
nbCornerVerts[iNeighbor] = iNBVert;
|
|
vAverage += pNeighbor->GetNormal( iNBVert );
|
|
vAvgTanS += pNeighbor->GetTangentS( iNBVert );
|
|
}
|
|
}
|
|
|
|
|
|
// Blend all the neighbor normals with this one.
|
|
VectorNormalize( vAverage );
|
|
VectorNormalize( vAvgTanS );
|
|
UpdateTangentSpace(pDisp, iCornerVert, vAverage, vAvgTanS );
|
|
|
|
for ( int iNeighbor=0; iNeighbor < nNeighbors; iNeighbor++ )
|
|
{
|
|
int iNBListIndex = iNeighbors[iNeighbor];
|
|
if ( nbCornerVerts[iNeighbor] == -1 )
|
|
continue;
|
|
|
|
CCoreDispInfo *pNeighbor = ppListBase[iNBListIndex];
|
|
UpdateTangentSpace(pNeighbor, nbCornerVerts[iNeighbor], vAverage, vAvgTanS);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : **ppListBase -
|
|
// listSize -
|
|
//-----------------------------------------------------------------------------
|
|
void BlendEdges( CCoreDispInfo **ppListBase, int nListSize )
|
|
{
|
|
// Loop through all the displacements in the list.
|
|
for ( int iDisp = 0; iDisp < nListSize; ++iDisp )
|
|
{
|
|
// Get the current displacement.
|
|
CCoreDispInfo *pDisp = ppListBase[iDisp];
|
|
if ( !pDisp )
|
|
continue;
|
|
|
|
// Loop through all of the edges on a displacement.
|
|
for ( int iEdge = 0; iEdge < 4; ++iEdge )
|
|
{
|
|
// Get the current displacement edge.
|
|
CDispNeighbor *pEdge = pDisp->GetEdgeNeighbor( iEdge );
|
|
if ( !pEdge )
|
|
continue;
|
|
|
|
// Check for sub-edges.
|
|
for ( int iSubEdge = 0; iSubEdge < 2; ++iSubEdge )
|
|
{
|
|
// Get the current sub-edge.
|
|
CDispSubNeighbor *pSubEdge = &pEdge->m_SubNeighbors[iSubEdge];
|
|
if ( !pSubEdge->IsValid() )
|
|
continue;
|
|
|
|
// Get the current neighbor.
|
|
CCoreDispInfo *pNeighbor = ppListBase[pSubEdge->GetNeighborIndex()];
|
|
if ( !pNeighbor )
|
|
continue;
|
|
|
|
// Get the edge dimension.
|
|
int iEdgeDim = g_EdgeDims[iEdge];
|
|
|
|
CDispSubEdgeIterator it;
|
|
it.Start( pDisp, iEdge, iSubEdge, true );
|
|
|
|
// Get setup on the first corner vert.
|
|
it.Next();
|
|
CVertIndex viPrevPos = it.GetVertIndex();
|
|
while ( it.Next() )
|
|
{
|
|
// Blend the two.
|
|
if ( !it.IsLastVert() )
|
|
{
|
|
Vector vecAverage = pDisp->GetNormal( it.GetVertIndex() ) + pNeighbor->GetNormal( it.GetNBVertIndex() );
|
|
Vector vAvgTanS = pDisp->GetTangentS( it.GetVertIndex() ) + pNeighbor->GetTangentS( it.GetNBVertIndex() );
|
|
VectorNormalize( vecAverage );
|
|
VectorNormalize( vAvgTanS );
|
|
UpdateTangentSpace(pDisp, it.GetVertIndex(), vecAverage, vAvgTanS );
|
|
UpdateTangentSpace(pNeighbor, it.GetNBVertIndex(), vecAverage, vAvgTanS );
|
|
}
|
|
|
|
// Now blend the in-between verts (if this edge is high-res).
|
|
int iPrevPos = viPrevPos[!iEdgeDim];
|
|
int iCurPos = it.GetVertIndex()[!iEdgeDim];
|
|
for ( int iTween = iPrevPos+1; iTween < iCurPos; iTween++ )
|
|
{
|
|
float flPercent = RemapVal( iTween, iPrevPos, iCurPos, 0, 1 );
|
|
Vector vecNormal;
|
|
VectorLerp( pDisp->GetNormal( viPrevPos ), pDisp->GetNormal( it.GetVertIndex() ), flPercent, vecNormal );
|
|
VectorNormalize( vecNormal );
|
|
Vector vAvgTanS;
|
|
VectorLerp( pDisp->GetTangentS( viPrevPos ), pDisp->GetTangentS( it.GetVertIndex() ), flPercent, vAvgTanS );
|
|
VectorNormalize( vAvgTanS );
|
|
|
|
CVertIndex viTween;
|
|
viTween[iEdgeDim] = it.GetVertIndex()[iEdgeDim];
|
|
viTween[!iEdgeDim] = iTween;
|
|
UpdateTangentSpace(pDisp, viTween, vecNormal, vAvgTanS);
|
|
}
|
|
|
|
viPrevPos = it.GetVertIndex();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : **pListBase -
|
|
// listSize -
|
|
// NOTE: todo - this is almost the same code as found in vrad, should probably
|
|
// move it up into common code at some point if the feature
|
|
// continues to get used
|
|
//-----------------------------------------------------------------------------
|
|
void SmoothDispSurfNormals( CCoreDispInfo **ppListBase, int nListSize )
|
|
{
|
|
// Setup helper list for iteration.
|
|
for ( int iDisp = 0; iDisp < nListSize; ++iDisp )
|
|
{
|
|
ppListBase[iDisp]->SetDispUtilsHelperInfo( ppListBase, nListSize );
|
|
}
|
|
|
|
// Blend normals along t-junctions, corners, and edges.
|
|
BlendSubNeighbors( ppListBase, nListSize );
|
|
BlendCorners( ppListBase, nListSize );
|
|
BlendEdges( ppListBase, nListSize );
|
|
}
|