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393 lines
12 KiB
C++
393 lines
12 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// r_studio.cpp: routines for setting up to draw 3DStudio models
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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 "studio.h"
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#include "studiorender.h"
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#include "studiorendercontext.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/imaterialvar.h"
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#include "tier0/vprof.h"
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#include "tier3/tier3.h"
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#include "datacache/imdlcache.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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//-----------------------------------------------------------------------------
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// Figures out what kind of lighting we're gonna want
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//-----------------------------------------------------------------------------
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FORCEINLINE StudioModelLighting_t CStudioRender::R_StudioComputeLighting( IMaterial *pMaterial, int materialFlags, ColorMeshInfo_t *pColorMeshes )
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{
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// Here, we only do software lighting when the following conditions are met.
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// 1) The material is vertex lit and we don't have hardware lighting
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// 2) We're drawing an eyeball
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// 3) We're drawing mouth-lit stuff
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// FIXME: When we move software lighting into the material system, only need to
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// test if it's vertex lit
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Assert( pMaterial );
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bool doMouthLighting = materialFlags && (m_pStudioHdr->nummouths >= 1);
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if ( IsX360() )
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{
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// 360 does not do software lighting
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return doMouthLighting ? LIGHTING_MOUTH : LIGHTING_HARDWARE;
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}
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bool doSoftwareLighting = doMouthLighting ||
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(pMaterial->IsVertexLit() && pMaterial->NeedsSoftwareLighting() );
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if ( !m_pRC->m_Config.m_bSupportsVertexAndPixelShaders )
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{
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if ( !doSoftwareLighting && pColorMeshes )
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{
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pMaterial->SetUseFixedFunctionBakedLighting( true );
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}
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else
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{
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doSoftwareLighting = true;
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pMaterial->SetUseFixedFunctionBakedLighting( false );
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}
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}
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StudioModelLighting_t lighting = LIGHTING_HARDWARE;
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if ( doMouthLighting )
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lighting = LIGHTING_MOUTH;
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else if ( doSoftwareLighting )
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lighting = LIGHTING_SOFTWARE;
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return lighting;
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}
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IMaterial* CStudioRender::R_StudioSetupSkinAndLighting( IMatRenderContext *pRenderContext, int index, IMaterial **ppMaterials, int materialFlags,
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void /*IClientRenderable*/ *pClientRenderable, ColorMeshInfo_t *pColorMeshes, StudioModelLighting_t &lighting )
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{
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VPROF( "R_StudioSetupSkin" );
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IMaterial *pMaterial = NULL;
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bool bCheckForConVarDrawTranslucentSubModels = false;
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if( m_pRC->m_Config.bWireframe && !m_pRC->m_pForcedMaterial )
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{
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if ( m_pRC->m_Config.bDrawZBufferedWireframe )
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pMaterial = m_pMaterialMRMWireframeZBuffer;
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else
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pMaterial = m_pMaterialMRMWireframe;
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}
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else if( m_pRC->m_Config.bShowEnvCubemapOnly )
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{
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pMaterial = m_pMaterialModelEnvCubemap;
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}
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else
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{
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if ( !m_pRC->m_pForcedMaterial && ( m_pRC->m_nForcedMaterialType != OVERRIDE_DEPTH_WRITE && m_pRC->m_nForcedMaterialType != OVERRIDE_SSAO_DEPTH_WRITE ) )
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{
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pMaterial = ppMaterials[index];
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if ( !pMaterial )
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{
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Assert( 0 );
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return 0;
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}
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}
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else
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{
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materialFlags = 0;
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pMaterial = m_pRC->m_pForcedMaterial;
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if (m_pRC->m_nForcedMaterialType == OVERRIDE_BUILD_SHADOWS)
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{
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// Connect the original material up to the shadow building material
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// Also bind the original material so its proxies are in the correct state
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static unsigned int translucentCache = 0;
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IMaterialVar* pOriginalMaterialVar = pMaterial->FindVarFast( "$translucent_material", &translucentCache );
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Assert( pOriginalMaterialVar );
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IMaterial *pOriginalMaterial = ppMaterials[index];
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if ( pOriginalMaterial )
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{
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// Disable any alpha modulation on the original material that was left over from when it was last rendered
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pOriginalMaterial->AlphaModulate( 1.0f );
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pRenderContext->Bind( pOriginalMaterial, pClientRenderable );
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if ( pOriginalMaterial->IsTranslucent() || pOriginalMaterial->IsAlphaTested() )
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{
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if ( pOriginalMaterialVar )
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pOriginalMaterialVar->SetMaterialValue( pOriginalMaterial );
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}
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else
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{
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if ( pOriginalMaterialVar )
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pOriginalMaterialVar->SetMaterialValue( NULL );
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}
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}
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else
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{
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if ( pOriginalMaterialVar )
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pOriginalMaterialVar->SetMaterialValue( NULL );
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}
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}
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else if ( m_pRC->m_nForcedMaterialType == OVERRIDE_DEPTH_WRITE || m_pRC->m_nForcedMaterialType == OVERRIDE_SSAO_DEPTH_WRITE )
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{
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// Disable any alpha modulation on the original material that was left over from when it was last rendered
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ppMaterials[index]->AlphaModulate( 1.0f );
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// Bail if the material is still considered translucent after setting the AlphaModulate to 1.0
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if ( ppMaterials[index]->IsTranslucent() )
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{
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return NULL;
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}
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static unsigned int originalTextureVarCache = 0;
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IMaterialVar *pOriginalTextureVar = ppMaterials[index]->FindVarFast( "$basetexture", &originalTextureVarCache );
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// Select proper override material
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int nAlphaTest = (int) ( ppMaterials[index]->IsAlphaTested() && pOriginalTextureVar->IsTexture() ); // alpha tested base texture
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int nNoCull = (int) ppMaterials[index]->IsTwoSided();
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if ( m_pRC->m_nForcedMaterialType == OVERRIDE_SSAO_DEPTH_WRITE )
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{
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pMaterial = m_pSSAODepthWrite[nAlphaTest][nNoCull];
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}
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else
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{
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pMaterial = m_pDepthWrite[nAlphaTest][nNoCull];
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}
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// If we're alpha tested, we should set up the texture variables from the original material
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if ( nAlphaTest != 0 )
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{
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static unsigned int originalTextureFrameVarCache = 0;
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IMaterialVar *pOriginalTextureFrameVar = ppMaterials[index]->FindVarFast( "$frame", &originalTextureFrameVarCache );
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static unsigned int originalAlphaRefCache = 0;
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IMaterialVar *pOriginalAlphaRefVar = ppMaterials[index]->FindVarFast( "$AlphaTestReference", &originalAlphaRefCache );
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static unsigned int textureVarCache = 0;
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IMaterialVar *pTextureVar = pMaterial->FindVarFast( "$basetexture", &textureVarCache );
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static unsigned int textureFrameVarCache = 0;
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IMaterialVar *pTextureFrameVar = pMaterial->FindVarFast( "$frame", &textureFrameVarCache );
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static unsigned int alphaRefCache = 0;
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IMaterialVar *pAlphaRefVar = pMaterial->FindVarFast( "$AlphaTestReference", &alphaRefCache );
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if ( pOriginalTextureVar->IsTexture() ) // If $basetexture is defined
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{
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if( pTextureVar && pOriginalTextureVar )
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{
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pTextureVar->SetTextureValue( pOriginalTextureVar->GetTextureValue() );
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}
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if( pTextureFrameVar && pOriginalTextureFrameVar )
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{
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pTextureFrameVar->SetIntValue( pOriginalTextureFrameVar->GetIntValue() );
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}
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if( pAlphaRefVar && pOriginalAlphaRefVar )
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{
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pAlphaRefVar->SetFloatValue( pOriginalAlphaRefVar->GetFloatValue() );
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}
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}
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}
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}
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}
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// Set this bool to check after the bind below
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bCheckForConVarDrawTranslucentSubModels = true;
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if ( m_pRC->m_nForcedMaterialType != OVERRIDE_DEPTH_WRITE && m_pRC->m_nForcedMaterialType != OVERRIDE_SSAO_DEPTH_WRITE)
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{
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// Try to set the alpha based on the blend
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pMaterial->AlphaModulate( m_pRC->m_AlphaMod );
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// Try to set the color based on the colormod
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pMaterial->ColorModulate( m_pRC->m_ColorMod[0], m_pRC->m_ColorMod[1], m_pRC->m_ColorMod[2] );
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}
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}
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lighting = R_StudioComputeLighting( pMaterial, materialFlags, pColorMeshes );
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if ( lighting == LIGHTING_MOUTH )
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{
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if ( !m_pRC->m_Config.bTeeth || !R_TeethAreVisible() )
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return NULL;
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// skin it and light it, but only if we need to.
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if ( m_pRC->m_Config.m_bSupportsVertexAndPixelShaders )
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{
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R_MouthSetupVertexShader( pMaterial );
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}
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}
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// TODO: It's possible we don't want to use the color texels--for example because of a convar.
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// We should check that here in addition to whether or not we have the data available.
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static unsigned int lightmapVarCache = 0;
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IMaterialVar *pLightmapVar = pMaterial->FindVarFast( "$lightmap", &lightmapVarCache );
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if ( pLightmapVar )
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{
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ITexture* newTex = pColorMeshes ? pColorMeshes->m_pLightmap : NULL;
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if (newTex)
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pLightmapVar->SetTextureValue(newTex);
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else
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pLightmapVar->SetUndefined();
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}
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pRenderContext->Bind( pMaterial, pClientRenderable );
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if ( bCheckForConVarDrawTranslucentSubModels )
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{
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bool translucent = pMaterial->IsTranslucent();
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if (( m_bDrawTranslucentSubModels && !translucent ) ||
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( !m_bDrawTranslucentSubModels && translucent ))
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{
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m_bSkippedMeshes = true;
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return NULL;
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}
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}
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return pMaterial;
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}
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//=============================================================================
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/*
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=================
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R_StudioSetupModel
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based on the body part, figure out which mesh it should be using.
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inputs:
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outputs:
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pstudiomesh
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pmdl
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=================
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*/
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int R_StudioSetupModel( int bodypart, int entity_body, mstudiomodel_t **ppSubModel,
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const studiohdr_t *pStudioHdr )
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{
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int index;
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mstudiobodyparts_t *pbodypart;
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if (bodypart > pStudioHdr->numbodyparts)
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{
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ConDMsg ("R_StudioSetupModel: no such bodypart %d\n", bodypart);
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bodypart = 0;
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}
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pbodypart = pStudioHdr->pBodypart( bodypart );
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if ( pbodypart->base == 0 )
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{
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Warning( "Model has missing body part: %s\n", pStudioHdr->pszName() );
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Assert( 0 );
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}
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index = entity_body / pbodypart->base;
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index = index % pbodypart->nummodels;
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Assert( ppSubModel );
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*ppSubModel = pbodypart->pModel( index );
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return index;
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}
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//-----------------------------------------------------------------------------
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// Generates the PoseToBone Matrix nessecary to align the given bone with the
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// world.
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//-----------------------------------------------------------------------------
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static void ScreenAlignBone( matrix3x4_t *pPoseToWorld, mstudiobone_t *pCurBone,
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const Vector& vecViewOrigin, const matrix3x4_t &boneToWorld )
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{
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// Grab the world translation:
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Vector vT( boneToWorld[0][3], boneToWorld[1][3], boneToWorld[2][3] );
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// Construct the coordinate frame:
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// Initialized to get rid of compiler
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Vector vX, vY, vZ;
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if( pCurBone->flags & BONE_SCREEN_ALIGN_SPHERE )
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{
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vX = vecViewOrigin - vT;
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VectorNormalize(vX);
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vZ = Vector(0,0,1);
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vY = vZ.Cross(vX);
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VectorNormalize(vY);
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vZ = vX.Cross(vY);
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VectorNormalize(vZ);
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}
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else
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{
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Assert( pCurBone->flags & BONE_SCREEN_ALIGN_CYLINDER );
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vX.Init( boneToWorld[0][0], boneToWorld[1][0], boneToWorld[2][0] );
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vZ = vecViewOrigin - vT;
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VectorNormalize(vZ);
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vY = vZ.Cross(vX);
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VectorNormalize(vY);
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vZ = vX.Cross(vY);
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VectorNormalize(vZ);
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}
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matrix3x4_t matBoneBillboard(
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vX.x, vY.x, vZ.x, vT.x,
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vX.y, vY.y, vZ.y, vT.y,
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vX.z, vY.z, vZ.z, vT.z );
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ConcatTransforms( matBoneBillboard, pCurBone->poseToBone, *pPoseToWorld );
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}
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//-----------------------------------------------------------------------------
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// Computes PoseToWorld from BoneToWorld
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//-----------------------------------------------------------------------------
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void ComputePoseToWorld( matrix3x4_t *pPoseToWorld, studiohdr_t *pStudioHdr, int boneMask, const Vector& vecViewOrigin, const matrix3x4_t *pBoneToWorld )
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{
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if ( pStudioHdr->flags & STUDIOHDR_FLAGS_STATIC_PROP )
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{
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// by definition, these always have an identity poseToBone transform
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MatrixCopy( pBoneToWorld[ 0 ], pPoseToWorld[ 0 ] );
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return;
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}
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if ( !pStudioHdr->pLinearBones() )
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{
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// convert bone to world transformations into pose to world transformations
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for (int i = 0; i < pStudioHdr->numbones; i++)
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{
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mstudiobone_t *pCurBone = pStudioHdr->pBone( i );
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if ( !(pCurBone->flags & boneMask) )
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continue;
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ConcatTransforms( pBoneToWorld[ i ], pCurBone->poseToBone, pPoseToWorld[ i ] );
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}
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}
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else
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{
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mstudiolinearbone_t *pLinearBones = pStudioHdr->pLinearBones();
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// convert bone to world transformations into pose to world transformations
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for (int i = 0; i < pStudioHdr->numbones; i++)
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{
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if ( !(pLinearBones->flags(i) & boneMask) )
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continue;
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ConcatTransforms( pBoneToWorld[ i ], pLinearBones->poseToBone(i), pPoseToWorld[ i ] );
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}
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}
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#if 0
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// These don't seem to be used in any existing QC file, re-enable in a future project?
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// Pretransform
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if( !( pCurBone->flags & ( BONE_SCREEN_ALIGN_SPHERE | BONE_SCREEN_ALIGN_CYLINDER )))
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{
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ConcatTransforms( pBoneToWorld[ i ], pCurBone->poseToBone, pPoseToWorld[ i ] );
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}
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else
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{
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// If this bone is screen aligned, then generate a PoseToWorld matrix that billboards the bone
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ScreenAlignBone( &pPoseToWorld[i], pCurBone, vecViewOrigin, pBoneToWorld[i] );
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}
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#endif
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}
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