mirror of
https://github.com/nillerusr/source-engine.git
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3160 lines
90 KiB
C++
3160 lines
90 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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//=============================================================================
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#include "pch_materialsystem.h"
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#define MATSYS_INTERNAL
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#include <math.h>
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#include "cmatrendercontext.h"
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#include "tier2/renderutils.h"
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#include "cmaterialsystem.h"
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#include "occlusionquerymgr.h"
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#include "texturemanager.h"
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#include "IHardwareConfigInternal.h"
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#include "ctype.h"
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#include "tier1/fmtstr.h"
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#ifndef DEDICATED
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#include "togl/rendermechanism.h"
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#endif
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// NOTE: This must be the last file included!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// FIXME: right now, always keeping shader API in sync, because debug overlays don't seem to work 100% with the delayed matrix loading
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#define FORCE_MATRIX_SYNC 1
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#ifdef VALIDATE_MATRICES
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#define ShouldValidateMatrices() true
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#else
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#define ShouldValidateMatrices() false
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#endif
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#ifdef VALIDATE_MATRICES
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#define AllowLazyMatrixSync() false
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#define ForceSync() ((void)(0))
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#elif defined(FORCE_MATRIX_SYNC)
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#define AllowLazyMatrixSync() false
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#define ForceSync() ForceSyncMatrix( m_MatrixMode )
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#else
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#define AllowLazyMatrixSync() true
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#define ForceSync() ((void)(0))
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#endif
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#ifdef _X360
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static bool s_bDirtyDisk = false;
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#endif
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void ValidateMatrices( const VMatrix &m1, const VMatrix &m2, float eps = .001 )
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{
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if ( !ShouldValidateMatrices() )
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return;
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for ( int i = 0; i < 16; i++ )
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{
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AssertFloatEquals( m1.Base()[i], m1.Base()[i], eps );
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}
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}
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//-----------------------------------------------------------------------------
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// The dirty disk error report function (NOTE: Could be called from any thread!)
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//-----------------------------------------------------------------------------
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#ifdef _X360
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unsigned ThreadedDirtyDiskErrorDisplay( void *pParam )
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{
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XShowDirtyDiscErrorUI( XBX_GetPrimaryUserId() );
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}
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#endif
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void SpinPresent()
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{
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while ( true )
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{
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g_pShaderAPI->ClearColor3ub( 0, 0, 0 );
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g_pShaderAPI->ClearBuffers( true, true, true, -1, -1 );
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g_pShaderDevice->Present();
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}
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}
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void ReportDirtyDisk()
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{
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#ifdef _X360
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s_bDirtyDisk = true;
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ThreadHandle_t h = CreateSimpleThread( ThreadedDirtyDiskErrorDisplay, NULL );
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ThreadSetPriority( h, THREAD_PRIORITY_HIGHEST );
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// If this is being called from the render thread, immediately swap
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if ( ( ThreadGetCurrentId() == MaterialSystem()->GetRenderThreadId() ) ||
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( ThreadInMainThread() && g_pMaterialSystem->GetThreadMode() != MATERIAL_QUEUED_THREADED ) )
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{
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SpinPresent();
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Install dirty disk error reporting function (call after SetMode)
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//-----------------------------------------------------------------------------
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void SetupDirtyDiskReportFunc()
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{
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g_pFullFileSystem->InstallDirtyDiskReportFunc( ReportDirtyDisk );
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}
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//-----------------------------------------------------------------------------
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// Globals
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//-----------------------------------------------------------------------------
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CMemoryStack CMatRenderContextBase::sm_RenderData[2];
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int CMatRenderContextBase::sm_nRenderLockCount = 0;
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int CMatRenderContextBase::sm_nRenderStack = 0;
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int CMatRenderContextBase::sm_nInitializeCount = 0;
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CMatRenderContextBase::CMatRenderContextBase() :
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m_pMaterialSystem( NULL ), m_RenderTargetStack( 16, 32 ), m_MatrixMode( NUM_MATRIX_MODES )
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{
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int i;
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m_bDirtyViewState = true;
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// Put a special element at the top of the RT stack (indicating back buffer is current top of stack)
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// NULL indicates back buffer, -1 indicates full-size viewport
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#if !defined( _X360 )
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RenderTargetStackElement_t initialElement = { {NULL, NULL, NULL, NULL}, NULL, 0, 0, -1, -1 };
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#else
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RenderTargetStackElement_t initialElement = { {NULL}, NULL, 0, 0, -1, -1 };
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#endif
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m_RenderTargetStack.Push( initialElement );
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for ( i = 0; i < MAX_FB_TEXTURES; i++ )
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{
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m_pCurrentFrameBufferCopyTexture[i] = NULL;
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}
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m_pCurrentMaterial = NULL;
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m_pCurrentProxyData = NULL;
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m_pUserDefinedLightmap = NULL;
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m_HeightClipMode = MATERIAL_HEIGHTCLIPMODE_DISABLE;
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m_HeightClipZ = 0.0f;
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m_bEnableClipping = true;
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m_bFlashlightEnable = false;
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m_bFullFrameDepthIsValid = false;
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for ( i = 0; i < NUM_MATRIX_MODES; i++ )
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{
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m_MatrixStacks[i].Push();
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m_MatrixStacks[i].Top().matrix.Identity();
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m_MatrixStacks[i].Top().flags |= ( MSF_DIRTY| MSF_IDENTITY );
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}
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m_pCurMatrixItem = &m_MatrixStacks[0].Top();
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m_Viewport.Init( 0, 0, 0, 0 );
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m_LastSetToneMapScale=Vector(1,1,1);
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m_CurToneMapScale=1.0;
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m_GoalToneMapScale = 1.0f;
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}
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//-----------------------------------------------------------------------------
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// Init, shutdown
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//-----------------------------------------------------------------------------
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InitReturnVal_t CMatRenderContextBase::Init( )
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{
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MEM_ALLOC_CREDIT();
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if ( !sm_nInitializeCount )
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{
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int nSize = 2200 * 1024;
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int nCommitSize = 32 * 1024;
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#ifdef SWDS
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nSize = nCommitSize = 1024;
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#endif
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const char *gamedir = CommandLine()->ParmValue("-game", CommandLine()->ParmValue( "-defaultgamedir", "hl2" ) );
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if ( gamedir && !Q_stricmp( "garrysmod", gamedir ) )
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{
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nSize = 4400 * 1024;
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}
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sm_RenderData[0].Init( nSize, nCommitSize, 0, 32 );
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sm_RenderData[1].Init( nSize, nCommitSize, 0, 32 );
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sm_nRenderStack = 0;
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sm_nRenderLockCount = 0;
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}
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++sm_nInitializeCount;
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return INIT_OK;
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}
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void CMatRenderContextBase::Shutdown( )
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{
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Assert( sm_nInitializeCount >= 0 );
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if ( --sm_nInitializeCount == 0 )
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{
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sm_RenderData[0].Term();
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sm_RenderData[1].Term();
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}
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}
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void CMatRenderContextBase::CompactMemory()
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{
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if ( sm_nRenderLockCount )
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{
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DevWarning( "CMatRenderContext: Trying to compact with render data still locked!\n" );
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sm_nRenderLockCount = 0;
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}
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sm_RenderData[0].FreeAll();
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sm_RenderData[1].FreeAll();
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}
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void CMatRenderContextBase::MarkRenderDataUnused( bool bFrameBegin )
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{
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if ( sm_nRenderLockCount )
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{
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DevWarning( "CMatRenderContext: Trying to clear render data with render data still locked (%d)!\n", sm_nRenderLockCount );
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sm_nRenderLockCount = 0;
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}
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// JAY: DO NOT MERGE FROM TF2 - L4D HAS CHANGED THE UNDERLYING INTERFACE IN A WAY THAT DOESN'T REQUIRE THIS
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#if 0
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// Switch stacks
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if ( bFrameBegin )
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{
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sm_nRenderStack = 1 - sm_nRenderStack;
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}
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// Clear the new stack
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#ifdef _DEBUG
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memset( sm_RenderData[sm_nRenderStack].GetBase(), 0xFF, RenderDataSizeUsed() );
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#endif
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sm_RenderData[ sm_nRenderStack ].FreeAll( false );
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#else
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// Just for TF2, don't free the stack until the end of frame. TF2 Allocates render data and holds it over the lock
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// period because we haven't revised the studiorender interface yet to change patterns.
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// Switch stacks
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if ( bFrameBegin )
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{
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sm_nRenderStack = 1 - sm_nRenderStack;
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// Clear the new stack
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#ifdef _DEBUG
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memset( sm_RenderData[sm_nRenderStack].GetBase(), 0xFF, RenderDataSizeUsed() );
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#endif
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sm_RenderData[ sm_nRenderStack ].FreeAll( false );
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}
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#endif
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}
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int CMatRenderContextBase::RenderDataSizeUsed() const
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{
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return sm_RenderData[sm_nRenderStack].GetUsed();
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}
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bool CMatRenderContextBase::IsRenderData( const void *pData ) const
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{
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intp nData = (intp)pData;
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intp nBaseAddress = (intp)sm_RenderData[sm_nRenderStack].GetBase();
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intp nLastAddress = nBaseAddress + RenderDataSizeUsed();
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return ( nData == 0 ) || ( nData >= nBaseAddress && nData < nLastAddress );
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}
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//-----------------------------------------------------------------------------
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// debug logging - empty in base class
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//-----------------------------------------------------------------------------
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void CMatRenderContextBase::PrintfVA( char *fmt, va_list vargs )
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{
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}
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void CMatRenderContextBase::Printf( const char *fmt, ... )
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{
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}
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float CMatRenderContextBase::Knob( char *knobname, float *setvalue )
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{
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return 0.0f;
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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#define g_pShaderAPI Cannot_use_ShaderAPI_in_CMatRenderContextBase
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void CMatRenderContextBase::InitializeFrom( CMatRenderContextBase *pInitialState )
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{
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int i;
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m_pCurrentMaterial = pInitialState->m_pCurrentMaterial;
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m_pCurrentProxyData = pInitialState->m_pCurrentProxyData;
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m_lightmapPageID = pInitialState->m_lightmapPageID;
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m_pUserDefinedLightmap = pInitialState->m_pUserDefinedLightmap;
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m_pLocalCubemapTexture = pInitialState->m_pLocalCubemapTexture;
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memcpy( m_pCurrentFrameBufferCopyTexture, pInitialState->m_pCurrentFrameBufferCopyTexture, MAX_FB_TEXTURES * sizeof(ITexture *) );
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m_bEnableClipping = pInitialState->m_bEnableClipping;
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m_HeightClipMode = pInitialState->m_HeightClipMode;
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m_HeightClipZ = pInitialState->m_HeightClipZ;
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m_pBoundMorph = pInitialState->m_pBoundMorph; // not reference counted?
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m_RenderTargetStack.Clear();
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m_RenderTargetStack.EnsureCapacity( pInitialState->m_RenderTargetStack.Count() );
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for ( i = 0; i < pInitialState->m_RenderTargetStack.Count(); i++ )
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{
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m_RenderTargetStack.Push( pInitialState->m_RenderTargetStack[i] );
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}
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m_MatrixMode = pInitialState->m_MatrixMode;
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for ( i = 0; i < NUM_MATRIX_MODES; i++ )
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{
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m_MatrixStacks[i].CopyFrom( pInitialState->m_MatrixStacks[i] );
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}
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m_bFlashlightEnable = pInitialState->m_bFlashlightEnable;
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m_FrameTime = pInitialState->m_FrameTime;
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m_GoalToneMapScale = pInitialState->m_GoalToneMapScale;
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m_CurToneMapScale = pInitialState->m_CurToneMapScale;
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m_LastSetToneMapScale = pInitialState->m_LastSetToneMapScale;
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}
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void CMatRenderContextBase::Bind( IMaterial *iMaterial, void *proxyData )
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{
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IMaterialInternal *material = static_cast<IMaterialInternal *>( iMaterial );
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if ( !material )
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{
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Warning( "Programming error: CMatRenderContext::Bind: NULL material\n" );
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material = static_cast<IMaterialInternal *>( g_pErrorMaterial );
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}
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material = material->GetRealTimeVersion(); //always work with the real time versions of materials internally
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if ( GetCurrentMaterialInternal() != material )
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{
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if( !material->IsPrecached() )
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{
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DevWarning( "Binding uncached material \"%s\", artificially incrementing refcount\n", material->GetName() );
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material->ArtificialAddRef();
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material->Precache();
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}
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SetCurrentMaterialInternal(material);
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}
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SetCurrentProxy( proxyData );
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}
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void CMatRenderContextBase::BindLightmapPage( int lightmapPageID )
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{
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m_lightmapPageID = lightmapPageID;
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}
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void CMatRenderContextBase::SetRenderTargetEx( int nRenderTargetID, ITexture *pNewTarget )
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{
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// Verify valid top of RT stack
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Assert ( m_RenderTargetStack.Count() > 0 );
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// Reset the top of stack to the new target with old viewport
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RenderTargetStackElement_t newTOS = m_RenderTargetStack.Top();
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newTOS.m_pRenderTargets[nRenderTargetID] = pNewTarget;
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m_RenderTargetStack.Pop( );
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m_RenderTargetStack.Push( newTOS );
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}
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void CMatRenderContextBase::BindLocalCubemap( ITexture *pTexture )
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{
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if( pTexture )
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{
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m_pLocalCubemapTexture = pTexture;
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}
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else
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{
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m_pLocalCubemapTexture = TextureManager()->ErrorTexture();
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}
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}
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ITexture *CMatRenderContextBase::GetRenderTarget( void )
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{
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if (m_RenderTargetStack.Count() > 0)
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{
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return m_RenderTargetStack.Top().m_pRenderTargets[0];
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}
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else
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{
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return NULL; // should this be something else, since NULL indicates back buffer?
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}
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}
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ITexture *CMatRenderContextBase::GetRenderTargetEx( int nRenderTargetID )
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{
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// Verify valid top of stack
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Assert ( m_RenderTargetStack.Count() > 0 );
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// Top of render target stack
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ITexture *pTexture = m_RenderTargetStack.Top().m_pRenderTargets[ nRenderTargetID ];
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return pTexture;
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}
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void CMatRenderContextBase::SetFrameBufferCopyTexture( ITexture *pTexture, int textureIndex )
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{
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if( textureIndex < 0 || textureIndex > MAX_FB_TEXTURES )
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{
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Assert( 0 );
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return;
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}
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// FIXME: Do I need to increment/decrement ref counts here, or assume that the app is going to do it?
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m_pCurrentFrameBufferCopyTexture[textureIndex] = pTexture;
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}
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ITexture *CMatRenderContextBase::GetFrameBufferCopyTexture( int textureIndex )
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{
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if( textureIndex < 0 || textureIndex > MAX_FB_TEXTURES )
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{
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Assert( 0 );
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return NULL; // FIXME! This should return the error texture.
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}
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return m_pCurrentFrameBufferCopyTexture[textureIndex];
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}
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void CMatRenderContextBase::MatrixMode( MaterialMatrixMode_t mode )
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{
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Assert( m_MatrixStacks[mode].Count() );
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m_MatrixMode = mode;
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m_pCurMatrixItem = &m_MatrixStacks[mode].Top();
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}
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void CMatRenderContextBase::CurrentMatrixChanged()
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{
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if ( m_MatrixMode == MATERIAL_VIEW )
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{
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m_bDirtyViewState = true;
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m_bDirtyViewProjState = true;
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}
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else if ( m_MatrixMode == MATERIAL_PROJECTION )
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{
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m_bDirtyViewProjState = true;
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}
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}
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void CMatRenderContextBase::PushMatrix()
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{
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CUtlStack<MatrixStackItem_t> &curStack = m_MatrixStacks[ m_MatrixMode ];
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Assert( curStack.Count() );
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int iNew = curStack.Push();
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curStack[ iNew ] = curStack[ iNew - 1 ];
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m_pCurMatrixItem = &curStack.Top();
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CurrentMatrixChanged();
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}
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void CMatRenderContextBase::PopMatrix()
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{
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Assert( m_MatrixStacks[m_MatrixMode].Count() > 1 );
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m_MatrixStacks[ m_MatrixMode ].Pop();
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m_pCurMatrixItem = &m_MatrixStacks[m_MatrixMode].Top();
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CurrentMatrixChanged();
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}
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void CMatRenderContextBase::LoadMatrix( const VMatrix& matrix )
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{
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m_pCurMatrixItem->matrix = matrix;
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m_pCurMatrixItem->flags = MSF_DIRTY; // clearing identity implicitly
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CurrentMatrixChanged();
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}
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void CMatRenderContextBase::LoadMatrix( const matrix3x4_t& matrix )
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{
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m_pCurMatrixItem->matrix = matrix;
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m_pCurMatrixItem->flags = MSF_DIRTY; // clearing identity implicitly
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CurrentMatrixChanged();
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}
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void CMatRenderContextBase::MultMatrix( const VMatrix& matrix )
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{
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VMatrix result;
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MatrixMultiply( matrix, m_pCurMatrixItem->matrix, result );
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m_pCurMatrixItem->matrix = result;
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m_pCurMatrixItem->flags = MSF_DIRTY; // clearing identity implicitly
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CurrentMatrixChanged();
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}
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void CMatRenderContextBase::MultMatrix( const matrix3x4_t& matrix )
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{
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CMatRenderContextBase::MultMatrix( VMatrix( matrix ) );
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}
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void CMatRenderContextBase::MultMatrixLocal( const VMatrix& matrix )
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{
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VMatrix result;
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MatrixMultiply( m_pCurMatrixItem->matrix, matrix, result );
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m_pCurMatrixItem->matrix = result;
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m_pCurMatrixItem->flags = MSF_DIRTY; // clearing identity implicitly
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CurrentMatrixChanged();
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}
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void CMatRenderContextBase::MultMatrixLocal( const matrix3x4_t& matrix )
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{
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CMatRenderContextBase::MultMatrixLocal( VMatrix( matrix ) );
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}
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void CMatRenderContextBase::LoadIdentity()
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{
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// FIXME: possibly track is identity so can call shader API LoadIdentity() later instead of LoadMatrix()?
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m_pCurMatrixItem->matrix.Identity();
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m_pCurMatrixItem->flags = ( MSF_DIRTY | MSF_IDENTITY );
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CurrentMatrixChanged();
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}
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void CMatRenderContextBase::Ortho( double left, double top, double right, double bottom, double zNear, double zFar )
|
|
{
|
|
MatrixOrtho( m_pCurMatrixItem->matrix, left, top, right, bottom, zNear, zFar );
|
|
m_pCurMatrixItem->flags = MSF_DIRTY;
|
|
}
|
|
|
|
void CMatRenderContextBase::PerspectiveX( double flFovX, double flAspect, double flZNear, double flZFar )
|
|
{
|
|
MatrixPerspectiveX( m_pCurMatrixItem->matrix, flFovX, flAspect, flZNear, flZFar );
|
|
m_pCurMatrixItem->flags = MSF_DIRTY;
|
|
}
|
|
|
|
void CMatRenderContextBase::PerspectiveOffCenterX( double flFovX, double flAspect, double flZNear, double flZFar, double bottom, double top, double left, double right )
|
|
{
|
|
MatrixPerspectiveOffCenterX( m_pCurMatrixItem->matrix, flFovX, flAspect, flZNear, flZFar, bottom, top, left, right );
|
|
m_pCurMatrixItem->flags = MSF_DIRTY;
|
|
}
|
|
|
|
void CMatRenderContextBase::PickMatrix( int x, int y, int nWidth, int nHeight )
|
|
{
|
|
int vx, vy, vwidth, vheight;
|
|
GetViewport( vx, vy, vwidth, vheight );
|
|
|
|
// Compute the location of the pick region in projection space...
|
|
float px = 2.0 * (float)(x - vx) / (float)vwidth - 1;
|
|
float py = 2.0 * (float)(y - vy)/ (float)vheight - 1;
|
|
float pw = 2.0 * (float)nWidth / (float)vwidth;
|
|
float ph = 2.0 * (float)nHeight / (float)vheight;
|
|
|
|
// we need to translate (px, py) to the origin
|
|
// and scale so (pw,ph) -> (2, 2)
|
|
VMatrix mat;
|
|
MatrixSetIdentity( mat );
|
|
mat.m[0][0] = 2.0 / pw;
|
|
mat.m[1][1] = 2.0 / ph;
|
|
mat.m[0][3] = -2.0 * px / pw;
|
|
mat.m[1][3] = -2.0 * py / ph;
|
|
|
|
CMatRenderContextBase::MultMatrixLocal( mat );
|
|
}
|
|
|
|
void CMatRenderContextBase::Rotate( float flAngle, float x, float y, float z )
|
|
{
|
|
MatrixRotate( m_pCurMatrixItem->matrix, Vector( x, y, z ), flAngle );
|
|
m_pCurMatrixItem->flags = MSF_DIRTY;
|
|
}
|
|
|
|
void CMatRenderContextBase::Translate( float x, float y, float z )
|
|
{
|
|
MatrixTranslate( m_pCurMatrixItem->matrix, Vector( x, y, z ) );
|
|
m_pCurMatrixItem->flags = MSF_DIRTY;
|
|
}
|
|
|
|
void CMatRenderContextBase::Scale( float x, float y, float z )
|
|
{
|
|
VMatrix mat;
|
|
MatrixBuildScale( mat, x, y, z );
|
|
CMatRenderContextBase::MultMatrixLocal( mat );
|
|
}
|
|
|
|
void CMatRenderContextBase::GetMatrix( MaterialMatrixMode_t matrixMode, VMatrix *pMatrix )
|
|
{
|
|
CUtlStack<MatrixStackItem_t> &stack = m_MatrixStacks[ matrixMode ];
|
|
|
|
if ( !stack.Count() )
|
|
{
|
|
pMatrix->Identity();
|
|
return;
|
|
}
|
|
|
|
*pMatrix = stack.Top().matrix;
|
|
}
|
|
|
|
void CMatRenderContextBase::GetMatrix( MaterialMatrixMode_t matrixMode, matrix3x4_t *pMatrix )
|
|
{
|
|
CUtlStack<MatrixStackItem_t> &stack = m_MatrixStacks[ matrixMode ];
|
|
|
|
if ( !stack.Count() )
|
|
{
|
|
SetIdentityMatrix( *pMatrix );
|
|
return;
|
|
}
|
|
|
|
*pMatrix = stack.Top().matrix.As3x4();
|
|
}
|
|
|
|
void CMatRenderContextBase::RecomputeViewState()
|
|
{
|
|
if ( !m_bDirtyViewState )
|
|
return;
|
|
m_bDirtyViewState = false;
|
|
|
|
// FIXME: Cache this off to make it less expensive?
|
|
matrix3x4_t viewMatrix;
|
|
GetMatrix( MATERIAL_VIEW, &viewMatrix );
|
|
m_vecViewOrigin.x =
|
|
-( viewMatrix[0][3] * viewMatrix[0][0] +
|
|
viewMatrix[1][3] * viewMatrix[1][0] +
|
|
viewMatrix[2][3] * viewMatrix[2][0] );
|
|
m_vecViewOrigin.y =
|
|
-( viewMatrix[0][3] * viewMatrix[0][1] +
|
|
viewMatrix[1][3] * viewMatrix[1][1] +
|
|
viewMatrix[2][3] * viewMatrix[2][1] );
|
|
m_vecViewOrigin.z =
|
|
-( viewMatrix[0][3] * viewMatrix[0][2] +
|
|
viewMatrix[1][3] * viewMatrix[1][2] +
|
|
viewMatrix[2][3] * viewMatrix[2][2] );
|
|
|
|
// FIXME Implement computation of m_vecViewForward, etc
|
|
m_vecViewForward.Init();
|
|
m_vecViewRight.Init();
|
|
|
|
// FIXME: Is this correct?
|
|
m_vecViewUp.Init( viewMatrix[1][0], viewMatrix[1][1], viewMatrix[1][2] );
|
|
}
|
|
|
|
void CMatRenderContextBase::GetWorldSpaceCameraPosition( Vector *pCameraPos )
|
|
{
|
|
RecomputeViewState();
|
|
VectorCopy( m_vecViewOrigin, *pCameraPos );
|
|
}
|
|
|
|
void CMatRenderContextBase::GetWorldSpaceCameraVectors( Vector *pVecForward, Vector *pVecRight, Vector *pVecUp )
|
|
{
|
|
RecomputeViewState();
|
|
|
|
// FIXME Implement computation of m_vecViewForward
|
|
Assert( 0 );
|
|
|
|
if ( pVecForward )
|
|
{
|
|
VectorCopy( m_vecViewForward, *pVecForward );
|
|
}
|
|
if ( pVecRight )
|
|
{
|
|
VectorCopy( m_vecViewRight, *pVecRight );
|
|
}
|
|
if ( pVecUp )
|
|
{
|
|
VectorCopy( m_vecViewUp, *pVecUp );
|
|
}
|
|
}
|
|
|
|
void *CMatRenderContextBase::LockRenderData( int nSizeInBytes )
|
|
{
|
|
MEM_ALLOC_CREDIT();
|
|
void *pDest = sm_RenderData[ sm_nRenderStack ].Alloc( nSizeInBytes, false );
|
|
if ( !pDest )
|
|
{
|
|
ExecuteNTimes( 10, Warning("MaterialSystem: Out of memory in render data!\n") );
|
|
}
|
|
AddRefRenderData();
|
|
return pDest;
|
|
}
|
|
|
|
void CMatRenderContextBase::UnlockRenderData( void *pData )
|
|
{
|
|
ReleaseRenderData();
|
|
}
|
|
|
|
void CMatRenderContextBase::AddRefRenderData()
|
|
{
|
|
++sm_nRenderLockCount;
|
|
}
|
|
|
|
void CMatRenderContextBase::ReleaseRenderData()
|
|
{
|
|
--sm_nRenderLockCount;
|
|
Assert( sm_nRenderLockCount >= 0 );
|
|
if ( sm_nRenderLockCount == 0 )
|
|
{
|
|
OnRenderDataUnreferenced();
|
|
}
|
|
}
|
|
|
|
void CMatRenderContextBase::SyncMatrices()
|
|
{
|
|
}
|
|
|
|
void CMatRenderContextBase::SyncMatrix( MaterialMatrixMode_t mode )
|
|
{
|
|
}
|
|
|
|
void CMatRenderContextBase::SetHeightClipMode( enum MaterialHeightClipMode_t heightClipMode )
|
|
{
|
|
if( m_HeightClipMode != heightClipMode )
|
|
{
|
|
m_HeightClipMode = heightClipMode;
|
|
UpdateHeightClipUserClipPlane();
|
|
/*if ( HardwareConfig()->MaxUserClipPlanes() >= 1 && !HardwareConfig()->UseFastClipping())
|
|
{
|
|
UpdateHeightClipUserClipPlane();
|
|
}
|
|
else
|
|
{
|
|
g_pShaderAPI->SetHeightClipMode( heightClipMode );
|
|
}*/
|
|
}
|
|
}
|
|
|
|
void CMatRenderContextBase::SetHeightClipZ( float z )
|
|
{
|
|
if( z != m_HeightClipZ )
|
|
{
|
|
m_HeightClipZ = z;
|
|
UpdateHeightClipUserClipPlane();
|
|
}
|
|
|
|
// FIXME! : Need to move user clip plane support back to pre-dx9 cards (all of the pixel shaders
|
|
// have texkill in them. . blich.)
|
|
|
|
/*if ( HardwareConfig()->MaxUserClipPlanes() >= 1 && !HardwareConfig()->UseFastClipping() )
|
|
{
|
|
UpdateHeightClipUserClipPlane();
|
|
}
|
|
else
|
|
{
|
|
g_pShaderAPI->SetHeightClipZ( z );
|
|
}*/
|
|
}
|
|
|
|
bool CMatRenderContextBase::EnableClipping( bool bEnable )
|
|
{
|
|
if( bEnable != m_bEnableClipping )
|
|
{
|
|
m_bEnableClipping = bEnable;
|
|
ApplyCustomClipPlanes();
|
|
|
|
return !bEnable;
|
|
}
|
|
return bEnable;
|
|
}
|
|
|
|
void CMatRenderContextBase::Viewport( int x, int y, int width, int height )
|
|
{
|
|
// Verify valid top of RT stack
|
|
Assert ( m_RenderTargetStack.Count() > 0 );
|
|
|
|
// Reset the top of stack to the new viewport
|
|
RenderTargetStackElement_t newTOS;
|
|
memcpy(&newTOS,&(m_RenderTargetStack.Top()),sizeof(newTOS));
|
|
newTOS.m_nViewX = x;
|
|
newTOS.m_nViewY = y;
|
|
newTOS.m_nViewW = width;
|
|
newTOS.m_nViewH = height;
|
|
|
|
m_RenderTargetStack.Pop( );
|
|
m_RenderTargetStack.Push( newTOS );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// This version will push the current rendertarget + current viewport onto the stack
|
|
//-----------------------------------------------------------------------------
|
|
void CMatRenderContextBase::PushRenderTargetAndViewport( )
|
|
{
|
|
// Necessary to push the stack top onto itself; realloc could happen otherwise
|
|
m_RenderTargetStack.EnsureCapacity( m_RenderTargetStack.Count() + 1 );
|
|
m_RenderTargetStack.Push( m_RenderTargetStack.Top() );
|
|
CommitRenderTargetAndViewport();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Pushes a render target on the render target stack. Without a specific
|
|
// viewport also being pushed, this function uses dummy values which indicate
|
|
// that the viewport should span the the full render target and pushes
|
|
// the RenderTargetStackElement_t onto the stack
|
|
//
|
|
// The push and pop methods also implicitly set the render target to the new top of stack
|
|
//
|
|
// NULL for pTexture indicates rendering to the back buffer
|
|
//-----------------------------------------------------------------------------
|
|
void CMatRenderContextBase::PushRenderTargetAndViewport( ITexture *pTexture )
|
|
{
|
|
// Just blindly push the data on the stack with flags indicating full bounds
|
|
#if !defined( _X360 )
|
|
RenderTargetStackElement_t element = { {pTexture, NULL, NULL, NULL}, 0, 0, -1, -1 };
|
|
#else
|
|
RenderTargetStackElement_t element = { {pTexture}, 0, 0, -1, -1 };
|
|
#endif
|
|
m_RenderTargetStack.Push( element );
|
|
CommitRenderTargetAndViewport();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Pushes a render target on the render target stack and sets the viewport
|
|
//
|
|
// NULL for pTexture indicates rendering to the back buffer
|
|
//
|
|
// The push and pop methods also implicitly set the render target to the new top of stack
|
|
//-----------------------------------------------------------------------------
|
|
void CMatRenderContextBase::PushRenderTargetAndViewport( ITexture *pTexture, int nViewX, int nViewY, int nViewW, int nViewH )
|
|
{
|
|
CMatRenderContextBase::PushRenderTargetAndViewport( pTexture, NULL, nViewX, nViewY, nViewW, nViewH );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Pushes a render target on the render target stack and sets the viewport
|
|
// The push and pop methods also implicitly set the render target to the new top of stack
|
|
//-----------------------------------------------------------------------------
|
|
void CMatRenderContextBase::PushRenderTargetAndViewport( ITexture *pTexture, ITexture *pDepthTexture, int nViewX, int nViewY, int nViewW, int nViewH )
|
|
{
|
|
// Just blindly push the data on the stack
|
|
#if !defined( _X360 )
|
|
RenderTargetStackElement_t element = { {pTexture, NULL, NULL, NULL}, pDepthTexture, nViewX, nViewY, nViewW, nViewH };
|
|
#else
|
|
RenderTargetStackElement_t element = { {pTexture}, pDepthTexture, nViewX, nViewY, nViewW, nViewH };
|
|
#endif
|
|
m_RenderTargetStack.Push( element );
|
|
CommitRenderTargetAndViewport();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Pops from the render target stack
|
|
// Also implicitly sets the render target to the new top of stack
|
|
//-----------------------------------------------------------------------------
|
|
void CMatRenderContextBase::PopRenderTargetAndViewport( void )
|
|
{
|
|
// Check for underflow
|
|
if ( m_RenderTargetStack.Count() == 0 )
|
|
{
|
|
Assert( !"CMatRenderContext::PopRenderTargetAndViewport: Stack is empty!!!" );
|
|
return;
|
|
}
|
|
|
|
// Changelist #266217 added this to main/src/materialsystem.
|
|
Flush();
|
|
|
|
// Remove the top of stack
|
|
m_RenderTargetStack.Pop( );
|
|
CommitRenderTargetAndViewport();
|
|
}
|
|
|
|
void CMatRenderContextBase::RecomputeViewProjState()
|
|
{
|
|
if ( m_bDirtyViewProjState )
|
|
{
|
|
VMatrix viewMatrix, projMatrix;
|
|
|
|
// FIXME: Should consider caching this upon change for projection or view matrix.
|
|
GetMatrix( MATERIAL_VIEW, &viewMatrix );
|
|
GetMatrix( MATERIAL_PROJECTION, &projMatrix );
|
|
m_viewProjMatrix = projMatrix * viewMatrix;
|
|
m_bDirtyViewProjState = false;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// This returns the diameter of the sphere in pixels based on
|
|
// the current model, view, + projection matrices and viewport.
|
|
//-----------------------------------------------------------------------------
|
|
float CMatRenderContextBase::ComputePixelDiameterOfSphere( const Vector& vecAbsOrigin, float flRadius )
|
|
{
|
|
RecomputeViewState();
|
|
RecomputeViewProjState();
|
|
// This is sort of faked, but it's faster that way
|
|
// FIXME: Also, there's a much faster way to do this with similar triangles
|
|
// but I want to make sure it exactly matches the current matrices, so
|
|
// for now, I do it this conservative way
|
|
Vector4D testPoint1, testPoint2;
|
|
VectorMA( vecAbsOrigin, flRadius, m_vecViewUp, testPoint1.AsVector3D() );
|
|
VectorMA( vecAbsOrigin, -flRadius, m_vecViewUp, testPoint2.AsVector3D() );
|
|
testPoint1.w = testPoint2.w = 1.0f;
|
|
|
|
Vector4D clipPos1, clipPos2;
|
|
Vector4DMultiply( m_viewProjMatrix, testPoint1, clipPos1 );
|
|
Vector4DMultiply( m_viewProjMatrix, testPoint2, clipPos2 );
|
|
if (clipPos1.w >= 0.001f)
|
|
{
|
|
clipPos1.y /= clipPos1.w;
|
|
}
|
|
else
|
|
{
|
|
clipPos1.y *= 1000;
|
|
}
|
|
if (clipPos2.w >= 0.001f)
|
|
{
|
|
clipPos2.y /= clipPos2.w;
|
|
}
|
|
else
|
|
{
|
|
clipPos2.y *= 1000;
|
|
}
|
|
int vx, vy, vwidth, vheight;
|
|
GetViewport( vx, vy, vwidth, vheight );
|
|
|
|
// The divide-by-two here is because y goes from -1 to 1 in projection space
|
|
return vheight * fabs( clipPos2.y - clipPos1.y ) / 2.0f;
|
|
}
|
|
|
|
ConVar mat_accelerate_adjust_exposure_down( "mat_accelerate_adjust_exposure_down", "3.0", FCVAR_CHEAT );
|
|
ConVar mat_hdr_manual_tonemap_rate( "mat_hdr_manual_tonemap_rate", "1.0" );
|
|
ConVar mat_hdr_tonemapscale( "mat_hdr_tonemapscale", "1.0", FCVAR_CHEAT );
|
|
ConVar mat_tonemap_algorithm( "mat_tonemap_algorithm", "1", FCVAR_CHEAT, "0 = Original Algorithm 1 = New Algorithm" );
|
|
|
|
void CMatRenderContextBase::TurnOnToneMapping(void)
|
|
{
|
|
if ( ( HardwareConfig()->GetHDRType() != HDR_TYPE_NONE ) && ( m_FrameTime > 0.0f ) )
|
|
{
|
|
float elapsed_time = m_FrameTime;
|
|
float goalScale = m_GoalToneMapScale;
|
|
float rate = mat_hdr_manual_tonemap_rate.GetFloat();
|
|
|
|
if ( mat_tonemap_algorithm.GetInt() == 1 )
|
|
{
|
|
rate *= 2.0f; // Default 2x for the new tone mapping algorithm so it feels the same as the original
|
|
}
|
|
|
|
if ( rate == 0.0f ) // Zero indicates instantaneous tonemap scaling
|
|
{
|
|
m_CurToneMapScale = goalScale;
|
|
}
|
|
else
|
|
{
|
|
if ( goalScale < m_CurToneMapScale )
|
|
{
|
|
float acc_exposure_adjust = mat_accelerate_adjust_exposure_down.GetFloat();
|
|
|
|
// Adjust at up to 4x rate when over-exposed.
|
|
rate = min( ( acc_exposure_adjust * rate ), FLerp( rate, ( acc_exposure_adjust * rate ), 0.0f, 1.5f, ( m_CurToneMapScale - goalScale ) ) );
|
|
}
|
|
|
|
float flRateTimesTime = rate * elapsed_time;
|
|
if ( mat_tonemap_algorithm.GetInt() == 1 )
|
|
{
|
|
// For the new tone mapping algorithm, limit the rate based on the number of bins to
|
|
// help reduce the tone map scalar "riding the wave" of the histogram re-building
|
|
|
|
//Warning( "flRateTimesTime = %.4f", flRateTimesTime );
|
|
flRateTimesTime = min( flRateTimesTime, ( 1.0f / 16.0f ) * 0.25f ); // 16 is number of HDR sample bins defined in viewpostprocess.cpp
|
|
//Warning( " --> %.4f\n", flRateTimesTime );
|
|
}
|
|
|
|
float alpha = max( 0.0f, min( 1.0f, flRateTimesTime ) );
|
|
m_CurToneMapScale = ( goalScale * alpha ) + ( m_CurToneMapScale * ( 1.0f - alpha ) );
|
|
|
|
if ( !IsFinite( m_CurToneMapScale ) )
|
|
{
|
|
Assert( 0 );
|
|
m_CurToneMapScale = goalScale;
|
|
}
|
|
}
|
|
|
|
SetToneMappingScaleLinear( Vector( m_CurToneMapScale, m_CurToneMapScale, m_CurToneMapScale ) );
|
|
m_LastSetToneMapScale = Vector( m_CurToneMapScale, m_CurToneMapScale, m_CurToneMapScale );
|
|
}
|
|
}
|
|
|
|
void CMatRenderContextBase::ResetToneMappingScale(float sc)
|
|
{
|
|
m_CurToneMapScale = sc;
|
|
SetToneMappingScaleLinear( Vector( m_CurToneMapScale, m_CurToneMapScale, m_CurToneMapScale ) );
|
|
m_LastSetToneMapScale = Vector( m_CurToneMapScale, m_CurToneMapScale, m_CurToneMapScale );
|
|
// mat_hdr_tonemapscale.SetValue(1.0f);
|
|
m_GoalToneMapScale = 1;
|
|
}
|
|
|
|
void CMatRenderContextBase::SetGoalToneMappingScale( float monoscale)
|
|
{
|
|
Assert( IsFinite( monoscale ) );
|
|
if( IsFinite( monoscale ) )
|
|
{
|
|
m_GoalToneMapScale = monoscale;
|
|
}
|
|
}
|
|
|
|
Vector CMatRenderContextBase::GetToneMappingScaleLinear( void )
|
|
{
|
|
if ( HardwareConfig()->GetHDRType() == HDR_TYPE_NONE )
|
|
return Vector( 1.0f, 1.0f, 1.0f );
|
|
else
|
|
return m_LastSetToneMapScale;
|
|
}
|
|
|
|
void CMatRenderContextBase::OnAsyncCreateTextureFromRenderTarget( ITexture* pSrcRt, const char** ppDstName, IAsyncTextureOperationReceiver* pRecipient )
|
|
{
|
|
Assert( pSrcRt != NULL );
|
|
Assert( pRecipient != NULL );
|
|
Assert( ppDstName != NULL && *ppDstName != NULL);
|
|
|
|
// Bump the ref count on the recipient before handing it off. This ensures the receiver won't go away before we have completed our work.
|
|
pSrcRt->AddRef();
|
|
pRecipient->AddRef();
|
|
|
|
// Also, need to allocate a copy of the string and use that one s.t. the caller doesn't have to worry about it.
|
|
char* pDstNameCopy = new char[ V_strlen( *ppDstName ) + 1 ];
|
|
V_strcpy( pDstNameCopy, *ppDstName );
|
|
( *ppDstName ) = pDstNameCopy;
|
|
}
|
|
|
|
// Map and unmap a texture. The pRecipient->OnAsyncMapComplete is called when complete.
|
|
void CMatRenderContextBase::OnAsyncMap( ITextureInternal* pTexToMap, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs )
|
|
{
|
|
Assert( pTexToMap != NULL );
|
|
Assert( pRecipient != NULL );
|
|
|
|
pTexToMap->AddRef();
|
|
pRecipient->AddRef();
|
|
}
|
|
|
|
void CMatRenderContextBase::OnAsyncUnmap( ITextureInternal* pTexToUnmap )
|
|
{
|
|
Assert( pTexToUnmap != NULL );
|
|
|
|
pTexToUnmap->AddRef();
|
|
}
|
|
|
|
void CMatRenderContextBase::OnAsyncCopyRenderTargetToStagingTexture( ITexture* pDst, ITexture* pSrc, IAsyncTextureOperationReceiver* pRecipient )
|
|
{
|
|
Assert( pDst != NULL );
|
|
Assert( pSrc != NULL );
|
|
Assert( pRecipient != NULL );
|
|
|
|
pDst->AddRef();
|
|
pSrc->AddRef();
|
|
pRecipient->AddRef();
|
|
}
|
|
|
|
#undef g_pShaderAPI
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
CMatRenderContext::CMatRenderContext()
|
|
{
|
|
g_FrameNum = 0;
|
|
m_pBatchIndices = NULL;
|
|
m_pBatchMesh = NULL;
|
|
m_pCurrentIndexBuffer = NULL;
|
|
m_pMorphRenderContext = NULL;
|
|
m_NonInteractiveMode = MATERIAL_NON_INTERACTIVE_MODE_NONE;
|
|
}
|
|
|
|
InitReturnVal_t CMatRenderContext::Init( CMaterialSystem *pMaterialSystem )
|
|
{
|
|
InitReturnVal_t nRetVal = BaseClass::Init();
|
|
if ( nRetVal != INIT_OK )
|
|
return nRetVal;
|
|
|
|
m_pMaterialSystem = pMaterialSystem;
|
|
|
|
m_pBoundMorph = NULL;
|
|
|
|
// Create some lovely textures
|
|
m_pLocalCubemapTexture = TextureManager()->ErrorTexture();
|
|
m_pMorphRenderContext = g_pMorphMgr->AllocateRenderContext();
|
|
|
|
return INIT_OK;
|
|
}
|
|
|
|
void CMatRenderContext::Shutdown( )
|
|
{
|
|
if ( m_pUserDefinedLightmap )
|
|
{
|
|
m_pUserDefinedLightmap->DecrementReferenceCount();
|
|
m_pUserDefinedLightmap = NULL;
|
|
}
|
|
|
|
if ( m_pMorphRenderContext )
|
|
{
|
|
g_pMorphMgr->FreeRenderContext( m_pMorphRenderContext );
|
|
m_pMorphRenderContext = NULL;
|
|
}
|
|
|
|
BaseClass::Shutdown();
|
|
}
|
|
|
|
void CMatRenderContext::OnReleaseShaderObjects()
|
|
{
|
|
// alt-tab unbinds the morph
|
|
m_pBoundMorph = NULL;
|
|
}
|
|
|
|
#ifdef DX_TO_GL_ABSTRACTION
|
|
void CMatRenderContext::DoStartupShaderPreloading( void )
|
|
{
|
|
g_pShaderDevice->DoStartupShaderPreloading();
|
|
}
|
|
#endif
|
|
|
|
void CMatRenderContext::TextureManagerUpdate()
|
|
{
|
|
TextureManager()->Update();
|
|
}
|
|
|
|
|
|
inline IMaterialInternal *CMatRenderContext::GetMaterialInternal( MaterialHandle_t h ) const
|
|
{
|
|
return GetMaterialSystem()->GetMaterialInternal( h );
|
|
}
|
|
|
|
inline IMaterialInternal *CMatRenderContext::GetDrawFlatMaterial()
|
|
{
|
|
return GetMaterialSystem()->GetDrawFlatMaterial();
|
|
}
|
|
|
|
inline IMaterialInternal *CMatRenderContext::GetBufferClearObeyStencil( int i )
|
|
{
|
|
return GetMaterialSystem()->GetBufferClearObeyStencil(i );
|
|
}
|
|
|
|
inline ShaderAPITextureHandle_t CMatRenderContext::GetFullbrightLightmapTextureHandle() const
|
|
{
|
|
return GetMaterialSystem()->GetFullbrightLightmapTextureHandle();
|
|
}
|
|
|
|
inline ShaderAPITextureHandle_t CMatRenderContext::GetFullbrightBumpedLightmapTextureHandle() const
|
|
{
|
|
return GetMaterialSystem()->GetFullbrightBumpedLightmapTextureHandle();
|
|
}
|
|
|
|
inline ShaderAPITextureHandle_t CMatRenderContext::GetBlackTextureHandle() const
|
|
{
|
|
return GetMaterialSystem()->GetBlackTextureHandle();
|
|
}
|
|
|
|
inline ShaderAPITextureHandle_t CMatRenderContext::GetFlatNormalTextureHandle() const
|
|
{
|
|
return GetMaterialSystem()->GetFlatNormalTextureHandle();
|
|
}
|
|
|
|
inline ShaderAPITextureHandle_t CMatRenderContext::GetGreyTextureHandle() const
|
|
{
|
|
return GetMaterialSystem()->GetGreyTextureHandle();
|
|
}
|
|
|
|
inline ShaderAPITextureHandle_t CMatRenderContext::GetGreyAlphaZeroTextureHandle() const
|
|
{
|
|
return GetMaterialSystem()->GetGreyAlphaZeroTextureHandle();
|
|
}
|
|
|
|
inline ShaderAPITextureHandle_t CMatRenderContext::GetWhiteTextureHandle() const
|
|
{
|
|
return GetMaterialSystem()->GetWhiteTextureHandle();
|
|
}
|
|
|
|
inline const CMatLightmaps *CMatRenderContext::GetLightmaps() const
|
|
{
|
|
return GetMaterialSystem()->GetLightmaps();
|
|
}
|
|
|
|
inline CMatLightmaps *CMatRenderContext::GetLightmaps()
|
|
{
|
|
return GetMaterialSystem()->GetLightmaps();
|
|
}
|
|
|
|
inline ShaderAPITextureHandle_t CMatRenderContext::GetMaxDepthTextureHandle() const
|
|
{
|
|
return GetMaterialSystem()->GetMaxDepthTextureHandle();
|
|
}
|
|
|
|
void CMatRenderContext::BeginRender()
|
|
{
|
|
#if 1 // Rick's optimization: not sure this is needed anymore
|
|
if ( GetMaterialSystem()->GetThreadMode() != MATERIAL_SINGLE_THREADED )
|
|
{
|
|
VPROF_INCREMENT_GROUP_COUNTER( "render/CMatBeginRender", COUNTER_GROUP_TELEMETRY, 1 );
|
|
|
|
TelemetrySetLockName( TELEMETRY_LEVEL1, (char const *)&g_MatSysMutex, "MatSysMutex" );
|
|
|
|
tmTryLock( TELEMETRY_LEVEL1, (char const *)&g_MatSysMutex, "BeginRender" );
|
|
g_MatSysMutex.Lock();
|
|
tmEndTryLock( TELEMETRY_LEVEL1, (char const *)&g_MatSysMutex, TMLR_SUCCESS );
|
|
tmSetLockState( TELEMETRY_LEVEL1, (char const *)&g_MatSysMutex, TMLS_LOCKED, "BeginRender" );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void CMatRenderContext::EndRender()
|
|
{
|
|
#if 1 // Rick's optimization: not sure this is needed anymore
|
|
if ( GetMaterialSystem()->GetThreadMode() != MATERIAL_SINGLE_THREADED )
|
|
{
|
|
g_MatSysMutex.Unlock();
|
|
tmSetLockState( TELEMETRY_LEVEL1, (char const *)&g_MatSysMutex, TMLS_RELEASED, "EndRender" );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void CMatRenderContext::Flush( bool flushHardware )
|
|
{
|
|
VPROF( "CMatRenderContextBase::Flush" );
|
|
|
|
g_pShaderAPI->FlushBufferedPrimitives();
|
|
if ( IsPC() && flushHardware )
|
|
{
|
|
g_pShaderAPI->FlushBufferedPrimitives();
|
|
}
|
|
}
|
|
|
|
bool CMatRenderContext::TestMatrixSync( MaterialMatrixMode_t mode )
|
|
{
|
|
if ( !ShouldValidateMatrices() )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
VMatrix transposeMatrix, matrix;
|
|
g_pShaderAPI->GetMatrix( mode, (float*)transposeMatrix.m );
|
|
MatrixTranspose( transposeMatrix, matrix );
|
|
|
|
ValidateMatrices( matrix, m_MatrixStacks[mode].Top().matrix );
|
|
|
|
return true;
|
|
}
|
|
|
|
void CMatRenderContext::MatrixMode( MaterialMatrixMode_t mode )
|
|
{
|
|
CMatRenderContextBase::MatrixMode( mode );
|
|
g_pShaderAPI->MatrixMode( mode );
|
|
if ( ShouldValidateMatrices() )
|
|
{
|
|
TestMatrixSync( mode );
|
|
}
|
|
|
|
}
|
|
void CMatRenderContext::PushMatrix()
|
|
{
|
|
if ( ShouldValidateMatrices() )
|
|
{
|
|
TestMatrixSync( m_MatrixMode );
|
|
}
|
|
|
|
CMatRenderContextBase::PushMatrix();
|
|
g_pShaderAPI->PushMatrix();
|
|
|
|
if ( ShouldValidateMatrices() )
|
|
{
|
|
TestMatrixSync( m_MatrixMode );
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::PopMatrix()
|
|
{
|
|
if ( ShouldValidateMatrices() )
|
|
{
|
|
TestMatrixSync( m_MatrixMode );
|
|
}
|
|
|
|
CMatRenderContextBase::PopMatrix();
|
|
g_pShaderAPI->PopMatrix();
|
|
|
|
if ( ShouldValidateMatrices() )
|
|
{
|
|
TestMatrixSync( m_MatrixMode );
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::LoadMatrix( const VMatrix& matrix )
|
|
{
|
|
CMatRenderContextBase::LoadMatrix( matrix );
|
|
ForceSync();
|
|
if ( ShouldValidateMatrices() )
|
|
{
|
|
VMatrix transposeMatrix;
|
|
MatrixTranspose( matrix, transposeMatrix );
|
|
g_pShaderAPI->LoadMatrix( transposeMatrix.Base() );
|
|
TestMatrixSync( m_MatrixMode );
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::LoadMatrix( const matrix3x4_t& matrix )
|
|
{
|
|
CMatRenderContextBase::LoadMatrix( matrix );
|
|
ForceSync();
|
|
if ( ShouldValidateMatrices() )
|
|
{
|
|
VMatrix transposeMatrix;
|
|
MatrixTranspose( VMatrix(matrix), transposeMatrix );
|
|
g_pShaderAPI->LoadMatrix( transposeMatrix.Base() );
|
|
TestMatrixSync( m_MatrixMode );
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::MultMatrix( const VMatrix& matrix )
|
|
{
|
|
CMatRenderContextBase::MultMatrix( matrix );
|
|
ForceSync();
|
|
if ( ShouldValidateMatrices() )
|
|
{
|
|
VMatrix transposeMatrix;
|
|
MatrixTranspose( matrix, transposeMatrix );
|
|
g_pShaderAPI->MultMatrix( transposeMatrix.Base() );
|
|
TestMatrixSync( m_MatrixMode );
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::MultMatrix( const matrix3x4_t& matrix )
|
|
{
|
|
CMatRenderContextBase::MultMatrix( VMatrix( matrix ) );
|
|
ForceSync();
|
|
if ( ShouldValidateMatrices() )
|
|
{
|
|
VMatrix transposeMatrix;
|
|
MatrixTranspose( VMatrix(matrix), transposeMatrix );
|
|
g_pShaderAPI->MultMatrix( transposeMatrix.Base() );
|
|
TestMatrixSync( m_MatrixMode );
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::MultMatrixLocal( const VMatrix& matrix )
|
|
{
|
|
CMatRenderContextBase::MultMatrixLocal( matrix );
|
|
ForceSync();
|
|
if ( ShouldValidateMatrices() )
|
|
{
|
|
VMatrix transposeMatrix;
|
|
MatrixTranspose( matrix, transposeMatrix );
|
|
g_pShaderAPI->MultMatrixLocal( transposeMatrix.Base() );
|
|
TestMatrixSync( m_MatrixMode );
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::MultMatrixLocal( const matrix3x4_t& matrix )
|
|
{
|
|
CMatRenderContextBase::MultMatrixLocal( VMatrix( matrix ) );
|
|
ForceSync();
|
|
if ( ShouldValidateMatrices() )
|
|
{
|
|
VMatrix transposeMatrix;
|
|
MatrixTranspose( VMatrix(matrix), transposeMatrix );
|
|
g_pShaderAPI->MultMatrixLocal( transposeMatrix.Base() );
|
|
TestMatrixSync( m_MatrixMode );
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::LoadIdentity()
|
|
{
|
|
CMatRenderContextBase::LoadIdentity();
|
|
ForceSync();
|
|
if ( ShouldValidateMatrices() )
|
|
{
|
|
g_pShaderAPI->LoadIdentity();
|
|
TestMatrixSync( m_MatrixMode );
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::Ortho( double left, double top, double right, double bottom, double zNear, double zFar )
|
|
{
|
|
CMatRenderContextBase::Ortho( left, top, right, bottom, zNear, zFar );
|
|
ForceSync();
|
|
if ( ShouldValidateMatrices() )
|
|
{
|
|
g_pShaderAPI->Ortho( left, top, right, bottom, zNear, zFar );
|
|
TestMatrixSync( m_MatrixMode );
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::PerspectiveX( double flFovX, double flAspect, double flZNear, double flZFar )
|
|
{
|
|
CMatRenderContextBase::PerspectiveX( flFovX, flAspect, flZNear, flZFar );
|
|
ForceSync();
|
|
if ( ShouldValidateMatrices() )
|
|
{
|
|
g_pShaderAPI->PerspectiveX( flFovX, flAspect, flZNear, flZFar );
|
|
TestMatrixSync( m_MatrixMode );
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::PerspectiveOffCenterX( double flFovX, double flAspect, double flZNear, double flZFar, double bottom, double top, double left, double right )
|
|
{
|
|
CMatRenderContextBase::PerspectiveOffCenterX( flFovX, flAspect, flZNear, flZFar, bottom, top, left, right );
|
|
ForceSync();
|
|
if ( ShouldValidateMatrices() )
|
|
{
|
|
g_pShaderAPI->PerspectiveOffCenterX( flFovX, flAspect, flZNear, flZFar, bottom, top, left, right );
|
|
TestMatrixSync( m_MatrixMode );
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::PickMatrix( int x, int y, int nWidth, int nHeight )
|
|
{
|
|
CMatRenderContextBase::PickMatrix( x, y, nWidth, nHeight );
|
|
ForceSync();
|
|
if ( ShouldValidateMatrices() )
|
|
{
|
|
g_pShaderAPI->PickMatrix( x, y, nWidth, nHeight );
|
|
TestMatrixSync( m_MatrixMode );
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::Rotate( float flAngle, float x, float y, float z )
|
|
{
|
|
CMatRenderContextBase::Rotate( flAngle, x, y, z );
|
|
ForceSync();
|
|
if ( ShouldValidateMatrices() )
|
|
{
|
|
g_pShaderAPI->Rotate( flAngle, x, y, z );
|
|
TestMatrixSync( m_MatrixMode );
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::Translate( float x, float y, float z )
|
|
{
|
|
CMatRenderContextBase::Translate( x, y, z );
|
|
ForceSync();
|
|
if ( ShouldValidateMatrices() )
|
|
{
|
|
g_pShaderAPI->Translate( x, y, z );
|
|
TestMatrixSync( m_MatrixMode );
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::Scale( float x, float y, float z )
|
|
{
|
|
CMatRenderContextBase::Scale( x, y, z );
|
|
ForceSync();
|
|
if ( ShouldValidateMatrices() )
|
|
{
|
|
g_pShaderAPI->Scale( x, y, z );
|
|
TestMatrixSync( m_MatrixMode );
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::GetMatrix( MaterialMatrixMode_t matrixMode, VMatrix *pMatrix )
|
|
{
|
|
CMatRenderContextBase::GetMatrix( matrixMode, pMatrix );
|
|
|
|
ForceSync();
|
|
if ( ShouldValidateMatrices() )
|
|
{
|
|
VMatrix testMatrix;
|
|
VMatrix transposeMatrix;
|
|
g_pShaderAPI->GetMatrix( matrixMode, (float*)transposeMatrix.m );
|
|
MatrixTranspose( transposeMatrix, testMatrix );
|
|
|
|
ValidateMatrices( testMatrix, *pMatrix );
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::GetMatrix( MaterialMatrixMode_t matrixMode, matrix3x4_t *pMatrix )
|
|
{
|
|
if ( !ShouldValidateMatrices() )
|
|
{
|
|
CMatRenderContextBase::GetMatrix( matrixMode, pMatrix );
|
|
}
|
|
else
|
|
{
|
|
VMatrix matrix;
|
|
CMatRenderContext::GetMatrix( matrixMode, &matrix );
|
|
*pMatrix = matrix.As3x4();
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::SyncMatrices()
|
|
{
|
|
if ( !ShouldValidateMatrices() && AllowLazyMatrixSync() )
|
|
{
|
|
for( int i = 0; i < NUM_MATRIX_MODES; i++ )
|
|
{
|
|
MatrixStackItem_t &top = m_MatrixStacks[i].Top();
|
|
if ( top.flags & MSF_DIRTY )
|
|
{
|
|
g_pShaderAPI->MatrixMode( (MaterialMatrixMode_t)i );
|
|
if ( !( top.flags & MSF_IDENTITY ) )
|
|
{
|
|
VMatrix transposeTop;
|
|
MatrixTranspose( top.matrix, transposeTop );
|
|
g_pShaderAPI->LoadMatrix( transposeTop.Base() );
|
|
}
|
|
else
|
|
{
|
|
g_pShaderAPI->LoadIdentity();
|
|
}
|
|
|
|
top.flags &= ~MSF_DIRTY;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::ForceSyncMatrix( MaterialMatrixMode_t mode )
|
|
{
|
|
MatrixStackItem_t &top = m_MatrixStacks[mode].Top();
|
|
if ( top.flags & MSF_DIRTY )
|
|
{
|
|
bool bSetMode = ( m_MatrixMode != mode );
|
|
if ( bSetMode )
|
|
{
|
|
g_pShaderAPI->MatrixMode( (MaterialMatrixMode_t)mode );
|
|
}
|
|
|
|
if ( !( top.flags & MSF_IDENTITY ) )
|
|
{
|
|
VMatrix transposeTop;
|
|
MatrixTranspose( top.matrix, transposeTop );
|
|
g_pShaderAPI->LoadMatrix( transposeTop.Base() );
|
|
}
|
|
else
|
|
{
|
|
g_pShaderAPI->LoadIdentity();
|
|
}
|
|
|
|
if ( bSetMode )
|
|
{
|
|
g_pShaderAPI->MatrixMode( (MaterialMatrixMode_t)mode );
|
|
}
|
|
|
|
top.flags &= ~MSF_DIRTY;
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::SyncMatrix( MaterialMatrixMode_t mode )
|
|
{
|
|
if ( !ShouldValidateMatrices() && AllowLazyMatrixSync() )
|
|
{
|
|
ForceSyncMatrix( mode );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Swap buffers
|
|
//-----------------------------------------------------------------------------
|
|
void CMatRenderContext::SwapBuffers()
|
|
{
|
|
g_pMorphMgr->AdvanceFrame();
|
|
g_pOcclusionQueryMgr->AdvanceFrame();
|
|
g_pShaderDevice->Present();
|
|
|
|
#ifdef _X360
|
|
if ( s_bDirtyDisk )
|
|
{
|
|
SpinPresent();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Clears the render data after we're done with it
|
|
//-----------------------------------------------------------------------------
|
|
void CMatRenderContext::OnRenderDataUnreferenced()
|
|
{
|
|
MarkRenderDataUnused( false );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Custom clip planes
|
|
//-----------------------------------------------------------------------------
|
|
void CMatRenderContext::PushCustomClipPlane( const float *pPlane )
|
|
{
|
|
PlaneStackElement psePlane;
|
|
memcpy( psePlane.fValues, pPlane, sizeof( float ) * 4 );
|
|
psePlane.bHack_IsHeightClipPlane = false;
|
|
m_CustomClipPlanes.AddToTail( psePlane ); //we're doing this as a UtlVector so height clip planes never change their cached index
|
|
ApplyCustomClipPlanes();
|
|
}
|
|
|
|
void CMatRenderContext::PopCustomClipPlane( void )
|
|
{
|
|
Assert( m_CustomClipPlanes.Count() );
|
|
|
|
//remove the endmost non-height plane found
|
|
int i;
|
|
for( i = m_CustomClipPlanes.Count(); --i >= 0; )
|
|
{
|
|
if( m_CustomClipPlanes[i].bHack_IsHeightClipPlane == false )
|
|
{
|
|
m_CustomClipPlanes.Remove(i);
|
|
break;
|
|
}
|
|
}
|
|
Assert( i != -1 ); //only the height clip plane was found, which means this pop had no associated push
|
|
ApplyCustomClipPlanes();
|
|
}
|
|
|
|
void CMatRenderContext::ApplyCustomClipPlanes( void )
|
|
{
|
|
int iMaxClipPlanes = HardwareConfig()->MaxUserClipPlanes();
|
|
int iCustomPlanes;
|
|
|
|
if( m_bEnableClipping )
|
|
iCustomPlanes = m_CustomClipPlanes.Count();
|
|
else
|
|
iCustomPlanes = 0;
|
|
|
|
float fFakePlane[4];
|
|
unsigned int iFakePlaneVal = 0xFFFFFFFF;
|
|
fFakePlane[0] = fFakePlane[1] = fFakePlane[2] = fFakePlane[3] = *((float *)&iFakePlaneVal);
|
|
|
|
SyncMatrices();
|
|
|
|
if( iMaxClipPlanes >= 1 && !HardwareConfig()->UseFastClipping() )
|
|
{
|
|
//yay, we get to be the cool clipping club
|
|
if( iMaxClipPlanes >= iCustomPlanes )
|
|
{
|
|
int i;
|
|
for( i = 0; i < iCustomPlanes; ++i )
|
|
{
|
|
g_pShaderAPI->SetClipPlane( i, m_CustomClipPlanes[i].fValues );
|
|
g_pShaderAPI->EnableClipPlane( i, true );
|
|
}
|
|
for( ; i < iMaxClipPlanes; ++i ) //disable unused planes
|
|
{
|
|
g_pShaderAPI->EnableClipPlane( i, false );
|
|
g_pShaderAPI->SetClipPlane( i, fFakePlane );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int iCustomPlaneOffset = iCustomPlanes - iMaxClipPlanes;
|
|
|
|
//can't enable them all
|
|
for( int i = iCustomPlaneOffset; i < iCustomPlanes; ++i )
|
|
{
|
|
g_pShaderAPI->SetClipPlane( i % iMaxClipPlanes, m_CustomClipPlanes[i].fValues );
|
|
g_pShaderAPI->EnableClipPlane( i % iMaxClipPlanes, true );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//hmm, at most we can make 1 clip plane work
|
|
if( iCustomPlanes == 0 )
|
|
{
|
|
//no planes at all
|
|
g_pShaderAPI->EnableFastClip( false );
|
|
g_pShaderAPI->SetFastClipPlane( fFakePlane );
|
|
}
|
|
else
|
|
{
|
|
//we have to wire the topmost plane into the fast clipping scheme
|
|
g_pShaderAPI->EnableFastClip( true );
|
|
g_pShaderAPI->SetFastClipPlane( m_CustomClipPlanes[iCustomPlanes - 1].fValues );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Creates/destroys morph data associated w/ a particular material
|
|
//-----------------------------------------------------------------------------
|
|
IMorph *CMatRenderContext::CreateMorph( MorphFormat_t format, const char *pDebugName )
|
|
{
|
|
Assert( format != 0 );
|
|
IMorphInternal *pMorph = g_pMorphMgr->CreateMorph( );
|
|
pMorph->Init( format, pDebugName );
|
|
return pMorph;
|
|
}
|
|
|
|
void CMatRenderContext::DestroyMorph( IMorph *pMorph )
|
|
{
|
|
g_pMorphMgr->DestroyMorph( static_cast<IMorphInternal*>(pMorph) );
|
|
}
|
|
|
|
void CMatRenderContext::BindMorph( IMorph *pMorph )
|
|
{
|
|
IMorphInternal *pMorphInternal = static_cast<IMorphInternal*>(pMorph);
|
|
|
|
if ( m_pBoundMorph != pMorphInternal )
|
|
{
|
|
g_pShaderAPI->FlushBufferedPrimitives();
|
|
|
|
m_pBoundMorph = pMorphInternal;
|
|
|
|
bool bEnableHWMorph = false;
|
|
if ( pMorphInternal == MATERIAL_MORPH_DECAL )
|
|
{
|
|
bEnableHWMorph = true;
|
|
}
|
|
else if ( pMorphInternal )
|
|
{
|
|
bEnableHWMorph = true;
|
|
pMorphInternal->Bind( m_pMorphRenderContext );
|
|
}
|
|
g_pShaderAPI->EnableHWMorphing( bEnableHWMorph );
|
|
}
|
|
}
|
|
|
|
IMesh* CMatRenderContext::GetDynamicMesh( bool buffered, IMesh* pVertexOverride, IMesh* pIndexOverride, IMaterial *pAutoBind )
|
|
{
|
|
VPROF_ASSERT_ACCOUNTED( "CMatRenderContext::GetDynamicMesh" );
|
|
if( pAutoBind )
|
|
{
|
|
Bind( pAutoBind, NULL );
|
|
}
|
|
|
|
if ( pVertexOverride )
|
|
{
|
|
if ( CompressionType( pVertexOverride->GetVertexFormat() ) != VERTEX_COMPRESSION_NONE )
|
|
{
|
|
// UNDONE: support compressed dynamic meshes if needed (pro: less VB memory, con: time spent compressing)
|
|
DebuggerBreak();
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
// For anything more than 1 bone, imply the last weight from the 1 - the sum of the others.
|
|
int nCurrentBoneCount = GetCurrentNumBones();
|
|
Assert( nCurrentBoneCount <= 4 );
|
|
if ( nCurrentBoneCount > 1 )
|
|
{
|
|
--nCurrentBoneCount;
|
|
}
|
|
|
|
return g_pShaderAPI->GetDynamicMesh( GetCurrentMaterialInternal(), nCurrentBoneCount,
|
|
buffered, pVertexOverride, pIndexOverride);
|
|
}
|
|
|
|
IMesh* CMatRenderContext::GetDynamicMeshEx( VertexFormat_t vertexFormat, bool bBuffered, IMesh* pVertexOverride, IMesh* pIndexOverride, IMaterial *pAutoBind )
|
|
{
|
|
VPROF_ASSERT_ACCOUNTED( "CMatRenderContext::GetDynamicMesh" );
|
|
if( pAutoBind )
|
|
{
|
|
Bind( pAutoBind, NULL );
|
|
}
|
|
|
|
if ( pVertexOverride )
|
|
{
|
|
if ( CompressionType( pVertexOverride->GetVertexFormat() ) != VERTEX_COMPRESSION_NONE )
|
|
{
|
|
// UNDONE: support compressed dynamic meshes if needed (pro: less VB memory, con: time spent compressing)
|
|
DebuggerBreak();
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
// For anything more than 1 bone, imply the last weight from the 1 - the sum of the others.
|
|
// FIXME: this seems wrong - in common_vs_fxc.h, we only infer the last weight if we have 3 (not 2)
|
|
int nCurrentBoneCount = GetCurrentNumBones();
|
|
Assert( nCurrentBoneCount <= 4 );
|
|
if ( nCurrentBoneCount > 1 )
|
|
{
|
|
--nCurrentBoneCount;
|
|
}
|
|
|
|
return g_pShaderAPI->GetDynamicMeshEx( GetCurrentMaterialInternal(), vertexFormat, nCurrentBoneCount,
|
|
bBuffered, pVertexOverride, pIndexOverride );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Deals with depth range
|
|
//-----------------------------------------------------------------------------
|
|
void CMatRenderContext::DepthRange( float zNear, float zFar )
|
|
{
|
|
m_Viewport.m_flMinZ = zNear;
|
|
m_Viewport.m_flMaxZ = zFar;
|
|
g_pShaderAPI->SetViewports( 1, &m_Viewport );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Private utility function to actually commit the top of the RT/Viewport stack
|
|
// to the device. Only called by the push and pop routines above.
|
|
//-----------------------------------------------------------------------------
|
|
void CMatRenderContext::CommitRenderTargetAndViewport( void )
|
|
{
|
|
Assert( m_RenderTargetStack.Count() > 0 );
|
|
|
|
const RenderTargetStackElement_t &element = m_RenderTargetStack.Top( );
|
|
|
|
for( int rt=0; rt<NELEMS(element.m_pRenderTargets); rt++ )
|
|
{
|
|
// If we're dealing with the back buffer
|
|
if ( element.m_pRenderTargets[rt] == NULL )
|
|
{
|
|
g_pShaderAPI->SetRenderTargetEx(rt); // No texture parameter here indicates back buffer
|
|
|
|
if ( IsPC() )
|
|
{
|
|
Assert( ImageLoader::SizeInBytes( g_pShaderDevice->GetBackBufferFormat() ) <= 4 );
|
|
g_pShaderAPI->EnableLinearColorSpaceFrameBuffer( false );
|
|
}
|
|
|
|
if (rt == 0) // the first rt sets the viewport
|
|
{
|
|
// If either dimension is negative, set to full bounds of back buffer
|
|
if ( (element.m_nViewW < 0) || (element.m_nViewH < 0) )
|
|
{
|
|
m_Viewport.m_nTopLeftX = 0;
|
|
m_Viewport.m_nTopLeftY = 0;
|
|
g_pShaderAPI->GetBackBufferDimensions( m_Viewport.m_nWidth, m_Viewport.m_nHeight );
|
|
g_pShaderAPI->SetViewports( 1, &m_Viewport );
|
|
}
|
|
else // use the bounds in the element
|
|
{
|
|
m_Viewport.m_nTopLeftX = element.m_nViewX;
|
|
m_Viewport.m_nTopLeftY = element.m_nViewY;
|
|
m_Viewport.m_nWidth = element.m_nViewW;
|
|
m_Viewport.m_nHeight = element.m_nViewH;
|
|
g_pShaderAPI->SetViewports( 1, &m_Viewport );
|
|
}
|
|
}
|
|
}
|
|
else // We're dealing with a texture
|
|
{
|
|
ITextureInternal *pTexInt = static_cast<ITextureInternal*>(element.m_pRenderTargets[rt]);
|
|
pTexInt->SetRenderTarget( rt, element.m_pDepthTexture );
|
|
|
|
if (rt == 0)
|
|
{
|
|
if ( IsPC() )
|
|
{
|
|
if( element.m_pRenderTargets[rt]->GetImageFormat() == IMAGE_FORMAT_RGBA16161616F )
|
|
{
|
|
g_pShaderAPI->EnableLinearColorSpaceFrameBuffer( true );
|
|
}
|
|
else
|
|
{
|
|
g_pShaderAPI->EnableLinearColorSpaceFrameBuffer( false );
|
|
}
|
|
}
|
|
|
|
// If either dimension is negative, set to full bounds of target
|
|
if ( (element.m_nViewW < 0) || (element.m_nViewH < 0) )
|
|
{
|
|
m_Viewport.m_nTopLeftX = 0;
|
|
m_Viewport.m_nTopLeftY = 0;
|
|
m_Viewport.m_nWidth = element.m_pRenderTargets[rt]->GetActualWidth();
|
|
m_Viewport.m_nHeight = element.m_pRenderTargets[rt]->GetActualHeight();
|
|
g_pShaderAPI->SetViewports( 1, &m_Viewport );
|
|
}
|
|
else // use the bounds passed in
|
|
{
|
|
m_Viewport.m_nTopLeftX = element.m_nViewX;
|
|
m_Viewport.m_nTopLeftY = element.m_nViewY;
|
|
m_Viewport.m_nWidth = element.m_nViewW;
|
|
m_Viewport.m_nHeight = element.m_nViewH;
|
|
g_pShaderAPI->SetViewports( 1, &m_Viewport );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void CMatRenderContext::SetFrameBufferCopyTexture( ITexture *pTexture, int textureIndex )
|
|
{
|
|
if( textureIndex < 0 || textureIndex > MAX_FB_TEXTURES )
|
|
{
|
|
Assert( 0 );
|
|
return;
|
|
}
|
|
if( m_pCurrentFrameBufferCopyTexture[textureIndex] != pTexture )
|
|
{
|
|
g_pShaderAPI->FlushBufferedPrimitives();
|
|
}
|
|
// FIXME: Do I need to increment/decrement ref counts here, or assume that the app is going to do it?
|
|
m_pCurrentFrameBufferCopyTexture[textureIndex] = pTexture;
|
|
}
|
|
|
|
void CMatRenderContext::BindLocalCubemap( ITexture *pTexture )
|
|
{
|
|
ITexture *pPreviousTexture = m_pLocalCubemapTexture;
|
|
|
|
CMatRenderContextBase::BindLocalCubemap( pTexture );
|
|
|
|
if( m_pLocalCubemapTexture != pPreviousTexture )
|
|
{
|
|
g_pShaderAPI->FlushBufferedPrimitives();
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::SetNonInteractivePacifierTexture( ITexture *pTexture, float flNormalizedX, float flNormalizedY, float flNormalizedSize )
|
|
{
|
|
m_pNonInteractivePacifier.Init( pTexture );
|
|
m_flNormalizedX = flNormalizedX;
|
|
m_flNormalizedY = flNormalizedY;
|
|
m_flNormalizedSize = flNormalizedSize;
|
|
}
|
|
|
|
void CMatRenderContext::SetNonInteractiveTempFullscreenBuffer( ITexture *pTexture, MaterialNonInteractiveMode_t mode )
|
|
{
|
|
if ( mode != MATERIAL_NON_INTERACTIVE_MODE_NONE )
|
|
{
|
|
m_pNonInteractiveTempFullscreenBuffer[mode].Init( pTexture );
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::RefreshFrontBufferNonInteractive()
|
|
{
|
|
g_pShaderDevice->RefreshFrontBufferNonInteractive();
|
|
#ifdef _X360
|
|
if ( s_bDirtyDisk )
|
|
{
|
|
if ( m_NonInteractiveMode == MATERIAL_NON_INTERACTIVE_MODE_NONE )
|
|
{
|
|
SpinPresent();
|
|
}
|
|
else
|
|
{
|
|
while ( true )
|
|
{
|
|
g_pShaderDevice->RefreshFrontBufferNonInteractive();
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void CMatRenderContext::EnableNonInteractiveMode( MaterialNonInteractiveMode_t mode )
|
|
{
|
|
m_NonInteractiveMode = mode;
|
|
if ( mode == MATERIAL_NON_INTERACTIVE_MODE_NONE )
|
|
{
|
|
g_pShaderDevice->EnableNonInteractiveMode( mode );
|
|
}
|
|
else
|
|
{
|
|
ShaderNonInteractiveInfo_t info;
|
|
info.m_flNormalizedX = m_flNormalizedX;
|
|
info.m_flNormalizedY = m_flNormalizedY;
|
|
info.m_flNormalizedSize = m_flNormalizedSize;
|
|
|
|
ITextureInternal *pTexInternal = static_cast<ITextureInternal*>( (ITexture*)m_pNonInteractiveTempFullscreenBuffer[mode] );
|
|
info.m_hTempFullscreenTexture = pTexInternal ?
|
|
pTexInternal->GetTextureHandle(0) : INVALID_SHADERAPI_TEXTURE_HANDLE;
|
|
ITextureInternal *pTexPacifierInternal = static_cast<ITextureInternal*>( (ITexture*)m_pNonInteractivePacifier );
|
|
info.m_nPacifierCount = pTexPacifierInternal ? pTexPacifierInternal->GetNumAnimationFrames() : 0;
|
|
for ( int i = 0; i < info.m_nPacifierCount; ++i )
|
|
{
|
|
info.m_pPacifierTextures[i] = pTexPacifierInternal->GetTextureHandle( i );
|
|
}
|
|
g_pShaderDevice->EnableNonInteractiveMode( mode, &info );
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::SetRenderTargetEx( int nRenderTargetID, ITexture *pNewTarget )
|
|
{
|
|
// Verify valid top of RT stack
|
|
Assert ( m_RenderTargetStack.Count() > 0 );
|
|
|
|
// Grab the old target
|
|
ITexture *pOldTarget = m_RenderTargetStack.Top().m_pRenderTargets[nRenderTargetID];
|
|
|
|
CMatRenderContextBase::SetRenderTargetEx( nRenderTargetID, pNewTarget );
|
|
|
|
// If we're actually changing render targets
|
|
if( pNewTarget != pOldTarget )
|
|
{
|
|
// If we're going to render to the back buffer
|
|
if ( pNewTarget == NULL )
|
|
{
|
|
if ( nRenderTargetID == 0) // reset viewport on set of rt 0
|
|
{
|
|
m_Viewport.m_nTopLeftX = 0;
|
|
m_Viewport.m_nTopLeftY = 0;
|
|
g_pShaderAPI->GetBackBufferDimensions( m_Viewport.m_nWidth, m_Viewport.m_nHeight );
|
|
g_pShaderAPI->SetViewports( 1, &m_Viewport );
|
|
}
|
|
g_pShaderAPI->SetRenderTargetEx( nRenderTargetID ); // No parameter here indicates back buffer
|
|
}
|
|
else
|
|
{
|
|
// If we're going to render to a texture
|
|
// Make sure the texture is a render target...
|
|
bool reset = true;
|
|
if (nRenderTargetID==0)
|
|
{
|
|
// reset vp on change of rt#0
|
|
m_Viewport.m_nTopLeftX = 0;
|
|
m_Viewport.m_nTopLeftY = 0;
|
|
m_Viewport.m_nWidth = pNewTarget->GetActualWidth();
|
|
m_Viewport.m_nHeight = pNewTarget->GetActualHeight();
|
|
g_pShaderAPI->SetViewports( 1, &m_Viewport );
|
|
}
|
|
ITextureInternal *pTexInt = static_cast<ITextureInternal*>(pNewTarget);
|
|
if ( pTexInt )
|
|
{
|
|
reset = !pTexInt->SetRenderTarget( nRenderTargetID );
|
|
if ( reset )
|
|
{
|
|
g_pShaderAPI->SetRenderTargetEx( nRenderTargetID );
|
|
}
|
|
}
|
|
|
|
if( pNewTarget && pNewTarget->GetImageFormat() == IMAGE_FORMAT_RGBA16161616F )
|
|
{
|
|
g_pShaderAPI->EnableLinearColorSpaceFrameBuffer( true );
|
|
}
|
|
else
|
|
{
|
|
g_pShaderAPI->EnableLinearColorSpaceFrameBuffer( false );
|
|
}
|
|
}
|
|
}
|
|
CommitRenderTargetAndViewport();
|
|
}
|
|
|
|
|
|
void CMatRenderContext::GetRenderTargetDimensions( int &width, int &height ) const
|
|
{
|
|
// Target at top of stack
|
|
ITexture *pTOS = m_RenderTargetStack.Top().m_pRenderTargets[0];
|
|
|
|
// If top of stack isn't the back buffer, get dimensions from the texture
|
|
if ( pTOS != NULL )
|
|
{
|
|
width = pTOS->GetActualWidth();
|
|
height = pTOS->GetActualHeight();
|
|
}
|
|
else // otherwise, get them from the shader API
|
|
{
|
|
g_pShaderAPI->GetBackBufferDimensions( width, height );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// What are the lightmap dimensions?
|
|
//-----------------------------------------------------------------------------
|
|
void CMatRenderContext::GetLightmapDimensions( int *w, int *h )
|
|
{
|
|
*w = GetMaterialSystem()->GetLightmapWidth( GetLightmapPage() );
|
|
*h = GetMaterialSystem()->GetLightmapHeight( GetLightmapPage() );
|
|
}
|
|
|
|
void CMatRenderContext::DrawScreenSpaceQuad( IMaterial* pMaterial )
|
|
{
|
|
// Despite saying we render a full screen quad, this actually renders a single triangle
|
|
// that covers the whole screen.
|
|
int w, h;
|
|
|
|
GetRenderTargetDimensions( w, h );
|
|
if ( ( w == 0 ) || ( h == 0 ) )
|
|
return;
|
|
|
|
// DX9 disagrees about (0, 0) in a render target and (0, 0) in the texture.
|
|
// Fix that here by doing a half-pixel offset for the pixel.
|
|
// Because we are working in clip space which is 2 units across, the adjustment factor is 1.
|
|
float flOffsetW = 1.0f / w;
|
|
float flOffsetH = 1.0f / h;
|
|
|
|
Bind( pMaterial );
|
|
IMesh* pMesh = GetDynamicMesh( true );
|
|
|
|
CMeshBuilder meshBuilder;;
|
|
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 1 );
|
|
|
|
enum { TL, BL, TR, COORDS_COUNT };
|
|
|
|
struct CoordSSQ_t
|
|
{
|
|
float x, y;
|
|
float u, v;
|
|
};
|
|
|
|
CoordSSQ_t coords[] = {
|
|
{ -1.0f - 1.0f * flOffsetW, 1.0f + 1.0f * flOffsetH, 0.0f, 0.0f }, // TL
|
|
{ -1.0f - 1.0f * flOffsetW, -3.0f + 1.0f * flOffsetH, 0.0f, 2.0f }, // BL
|
|
{ 3.0f - 1.0f * flOffsetW, 1.0f + 1.0f * flOffsetH, 2.0f, 0.0f }, // TR
|
|
};
|
|
|
|
static_assert( ARRAYSIZE( coords ) == COORDS_COUNT, "Unexpected number of coords in triangle, should match enum." );
|
|
|
|
MatrixMode( MATERIAL_VIEW );
|
|
PushMatrix();
|
|
LoadIdentity();
|
|
|
|
MatrixMode( MATERIAL_PROJECTION );
|
|
PushMatrix();
|
|
LoadIdentity();
|
|
|
|
for ( int i = 0; i < COORDS_COUNT; ++i )
|
|
{
|
|
meshBuilder.Position3f( coords[ i ].x, coords[ i ].y, 0.0f );
|
|
meshBuilder.Normal3f( 0.0f, 0.0f, 1.0f );
|
|
meshBuilder.TangentS3f( 0.0f, 1.0f, 0.0f );
|
|
meshBuilder.TangentT3f( 1.0f, 0.0f, 0.0f );
|
|
meshBuilder.TexCoord2f( 0, coords[ i ].u, coords[ i ].v );
|
|
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
|
|
MatrixMode( MATERIAL_VIEW );
|
|
PopMatrix();
|
|
|
|
MatrixMode( MATERIAL_PROJECTION );
|
|
PopMatrix();
|
|
}
|
|
|
|
void CMatRenderContext::DrawScreenSpaceRectangle(
|
|
IMaterial *pMaterial,
|
|
int destx, int desty,
|
|
int width, int height,
|
|
float src_texture_x0, float src_texture_y0, // which texel you want to appear at
|
|
// destx/y
|
|
float src_texture_x1, float src_texture_y1, // which texel you want to appear at
|
|
// destx+width-1, desty+height-1
|
|
int src_texture_width, int src_texture_height, // needed for fixup
|
|
void *pClientRenderable,
|
|
int nXDice, int nYDice ) // Amount to tessellate the quad
|
|
{
|
|
pMaterial = ((IMaterialInternal *)pMaterial)->GetRealTimeVersion();
|
|
|
|
::DrawScreenSpaceRectangle( pMaterial, destx, desty, width, height,
|
|
src_texture_x0, src_texture_y0, src_texture_x1, src_texture_y1,
|
|
src_texture_width, src_texture_height, pClientRenderable, nXDice, nYDice );
|
|
return;
|
|
}
|
|
|
|
static int CompareVertexFormats( VertexFormat_t Fmt1, VertexFormat_t Fmt2 )
|
|
{
|
|
if ( Fmt1 != Fmt2 )
|
|
{
|
|
if ( Fmt1 > Fmt2 )
|
|
return 1;
|
|
else
|
|
return -1;
|
|
}
|
|
else
|
|
return 0;
|
|
}
|
|
|
|
int CMatRenderContext::CompareMaterialCombos( IMaterial *pMaterial1, IMaterial *pMaterial2, int lightMapID1, int lightMapID2 )
|
|
{
|
|
pMaterial1 = ((IMaterialInternal *)pMaterial1)->GetRealTimeVersion(); //always work with the real time version of materials internally.
|
|
pMaterial2 = ((IMaterialInternal *)pMaterial2)->GetRealTimeVersion(); //always work with the real time version of materials internally.
|
|
|
|
IMaterialInternal *pMat1 = (IMaterialInternal *)pMaterial1;
|
|
IMaterialInternal *pMat2 = (IMaterialInternal *)pMaterial2;
|
|
ShaderRenderState_t *pState1 = pMat1->GetRenderState();
|
|
ShaderRenderState_t *pState2 = pMat2->GetRenderState();
|
|
int dPass = pState2->m_pSnapshots->m_nPassCount - pState1->m_pSnapshots->m_nPassCount;
|
|
if ( dPass )
|
|
return dPass;
|
|
|
|
if ( pState1->m_pSnapshots->m_nPassCount > 1 )
|
|
{
|
|
int dFormat = CompareVertexFormats( pMat1->GetVertexFormat(), pMat2->GetVertexFormat() );
|
|
if ( dFormat )
|
|
return dFormat;
|
|
}
|
|
|
|
for ( int i = 0; i < pState1->m_pSnapshots->m_nPassCount; i++ )
|
|
{
|
|
// UNDONE: Compare snapshots in the shaderapi?
|
|
int dSnapshot = pState1->m_pSnapshots->m_Snapshot[i] - pState2->m_pSnapshots->m_Snapshot[i];
|
|
if ( dSnapshot )
|
|
{
|
|
dSnapshot = g_pShaderAPI->CompareSnapshots( pState1->m_pSnapshots->m_Snapshot[i], pState2->m_pSnapshots->m_Snapshot[i] );
|
|
if ( dSnapshot )
|
|
return dSnapshot;
|
|
}
|
|
}
|
|
|
|
int dFormat = CompareVertexFormats( pMat1->GetVertexFormat(), pMat2->GetVertexFormat() );
|
|
if ( dFormat )
|
|
return dFormat;
|
|
|
|
IMaterialVar **pParams1 = pMat1->GetShaderParams();
|
|
IMaterialVar **pParams2 = pMat2->GetShaderParams();
|
|
int nParams1 = pMat1->ShaderParamCount();
|
|
int nParams2 = pMat2->ShaderParamCount();
|
|
int nBaseTexParamType1 = pParams1 && nParams1 > BASETEXTURE ? pParams1[BASETEXTURE]->GetType() : -1;
|
|
int nBaseTexParamType2 = pParams2 && nParams2 > BASETEXTURE ? pParams2[BASETEXTURE]->GetType() : -1;
|
|
if( nBaseTexParamType1 == MATERIAL_VAR_TYPE_TEXTURE || nBaseTexParamType2 == MATERIAL_VAR_TYPE_TEXTURE )
|
|
{
|
|
if( nBaseTexParamType1 != nBaseTexParamType2 )
|
|
{
|
|
return nBaseTexParamType2 - nBaseTexParamType1;
|
|
}
|
|
int dBaseTexture = Q_stricmp( pParams1[BASETEXTURE]->GetTextureValue()->GetName(), pParams2[BASETEXTURE]->GetTextureValue()->GetName() );
|
|
if ( dBaseTexture )
|
|
return dBaseTexture;
|
|
}
|
|
|
|
int dLightmap = lightMapID1 - lightMapID2;
|
|
if ( dLightmap )
|
|
return dLightmap;
|
|
|
|
return (intp)pMat1 - (intp)pMat2;
|
|
}
|
|
|
|
|
|
void CMatRenderContext::Bind( IMaterial *iMaterial, void *proxyData )
|
|
{
|
|
if ( !iMaterial )
|
|
{
|
|
if ( !g_pErrorMaterial )
|
|
return;
|
|
Warning( "Programming error: CMatRenderContext::Bind: NULL material\n" );
|
|
iMaterial = g_pErrorMaterial;
|
|
}
|
|
else
|
|
{
|
|
iMaterial = iMaterial->CheckProxyReplacement( proxyData );
|
|
}
|
|
|
|
IMaterialInternal *material = static_cast<IMaterialInternal *>( iMaterial );
|
|
material = material->GetRealTimeVersion(); //always work with the real time versions of materials internally
|
|
if ( material->GetReferenceCount() <= 0 )
|
|
{
|
|
static ConVarRef matTextureListConVar( "mat_texture_list" );
|
|
static ConVarRef matShowWaterTextureConVar( "mat_showwatertextures" );
|
|
|
|
if ( ( !matTextureListConVar.IsValid() || !matTextureListConVar.GetBool() ) &&
|
|
( !matShowWaterTextureConVar.IsValid() || !matShowWaterTextureConVar.GetBool() ))
|
|
{
|
|
Warning( "Material %s has bad reference count %d when being bound\n", material->GetName(), material->GetReferenceCount() );
|
|
// The usual solution for this for global materials that really don't need refcounting is to do material->AddRef();
|
|
Assert( 0 );
|
|
iMaterial = g_pErrorMaterial;
|
|
}
|
|
}
|
|
|
|
if (g_config.bDrawFlat && !material->NoDebugOverride())
|
|
{
|
|
material = static_cast<IMaterialInternal *>( GetDrawFlatMaterial() );
|
|
}
|
|
|
|
CMatRenderContextBase::Bind( iMaterial, proxyData );
|
|
|
|
// We've always gotta call the bind proxy
|
|
SyncMatrices();
|
|
if ( GetMaterialSystem()->GetThreadMode() == MATERIAL_SINGLE_THREADED )
|
|
{
|
|
GetCurrentMaterialInternal()->CallBindProxy( proxyData );
|
|
}
|
|
g_pShaderAPI->Bind( GetCurrentMaterialInternal() );
|
|
}
|
|
|
|
void CMatRenderContext::CopyRenderTargetToTextureEx( ITexture *pTexture, int nRenderTargetID, Rect_t *pSrcRect, Rect_t *pDstRect )
|
|
{
|
|
if ( !pTexture )
|
|
{
|
|
Assert( 0 );
|
|
return;
|
|
}
|
|
|
|
GetMaterialSystem()->Flush( false );
|
|
ITextureInternal *pTextureInternal = (ITextureInternal *)pTexture;
|
|
|
|
if ( IsPC() || !IsX360() )
|
|
{
|
|
pTextureInternal->CopyFrameBufferToMe( nRenderTargetID, pSrcRect, pDstRect );
|
|
}
|
|
else
|
|
{
|
|
// X360 only does 1:1 resolves. So we can do full resolves to textures of size
|
|
// equal or greater than the viewport trivially. Downsizing is nasty.
|
|
Rect_t srcRect;
|
|
if ( !pSrcRect )
|
|
{
|
|
// build out source rect
|
|
pSrcRect = &srcRect;
|
|
int x, y, w, h;
|
|
GetViewport( x, y, w, h );
|
|
|
|
pSrcRect->x = 0;
|
|
pSrcRect->y = 0;
|
|
pSrcRect->width = w;
|
|
pSrcRect->height = h;
|
|
}
|
|
|
|
Rect_t dstRect;
|
|
if ( !pDstRect )
|
|
{
|
|
// build out target rect
|
|
pDstRect = &dstRect;
|
|
|
|
pDstRect->x = 0;
|
|
pDstRect->y = 0;
|
|
pDstRect->width = pTexture->GetActualWidth();
|
|
pDstRect->height = pTexture->GetActualHeight();
|
|
}
|
|
|
|
if ( pSrcRect->width == pDstRect->width && pSrcRect->height == pDstRect->height )
|
|
{
|
|
// 1:1 mapping, no stretching needed, use direct path
|
|
pTextureInternal->CopyFrameBufferToMe( nRenderTargetID, pSrcRect, pDstRect );
|
|
return;
|
|
}
|
|
|
|
if( (pDstRect->x == 0) && (pDstRect->y == 0) &&
|
|
(pDstRect->width == pTexture->GetActualWidth()) && (pDstRect->height == pTexture->GetActualHeight()) &&
|
|
(pDstRect->width >= pSrcRect->width) && (pDstRect->height >= pSrcRect->height) )
|
|
{
|
|
// Resolve takes up the whole texture, and the texture is large enough to hold the resolve.
|
|
// This is turned into a 1:1 resolve within shaderapi by making D3D think the texture is smaller from now on. (Until it resolves from a bigger source)
|
|
pTextureInternal->CopyFrameBufferToMe( nRenderTargetID, pSrcRect, pDstRect );
|
|
return;
|
|
}
|
|
|
|
// currently assuming disparate copies are only for FB blits
|
|
// ensure active render target is actually the back buffer
|
|
Assert( m_RenderTargetStack.Top().m_pRenderTargets[0] == NULL );
|
|
|
|
// nasty sequence:
|
|
// resolve FB surface to matching clone DDR texture
|
|
// gpu draw from clone DDR FB texture to disparate RT target surface
|
|
// resolve to its matching DDR clone texture
|
|
ITextureInternal *pFullFrameFB = (ITextureInternal*)GetMaterialSystem()->FindTexture( "_rt_FullFrameFB", TEXTURE_GROUP_RENDER_TARGET );
|
|
pFullFrameFB->CopyFrameBufferToMe( nRenderTargetID, NULL, NULL );
|
|
|
|
// target texture must be a render target
|
|
PushRenderTargetAndViewport( pTexture );
|
|
|
|
// blit FB source to render target
|
|
DrawScreenSpaceRectangle(
|
|
GetMaterialSystem()->GetRenderTargetBlitMaterial(),
|
|
pDstRect->x, pDstRect->y, pDstRect->width, pDstRect->height,
|
|
pSrcRect->x, pSrcRect->y, pSrcRect->x+pSrcRect->width-1, pSrcRect->y+pSrcRect->height-1,
|
|
pFullFrameFB->GetActualWidth(), pFullFrameFB->GetActualHeight() );
|
|
|
|
// resolve render target to texture
|
|
((ITextureInternal *)pTexture)->CopyFrameBufferToMe( 0, NULL, NULL );
|
|
|
|
// restore render target and viewport
|
|
PopRenderTargetAndViewport();
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::CopyRenderTargetToTexture( ITexture *pTexture )
|
|
{
|
|
CopyRenderTargetToTextureEx( pTexture, NULL, NULL );
|
|
}
|
|
|
|
|
|
void CMatRenderContext::CopyTextureToRenderTargetEx( int nRenderTargetID, ITexture *pTexture, Rect_t *pSrcRect, Rect_t *pDstRect )
|
|
{
|
|
if ( !pTexture )
|
|
{
|
|
Assert( 0 );
|
|
return;
|
|
}
|
|
|
|
GetMaterialSystem()->Flush( false );
|
|
ITextureInternal *pTextureInternal = (ITextureInternal *)pTexture;
|
|
|
|
if ( IsPC() || !IsX360() )
|
|
{
|
|
pTextureInternal->CopyMeToFrameBuffer( nRenderTargetID, pSrcRect, pDstRect );
|
|
}
|
|
else
|
|
{
|
|
Assert( 0 );
|
|
}
|
|
}
|
|
|
|
|
|
void CMatRenderContext::ClearBuffers( bool bClearColor, bool bClearDepth, bool bClearStencil )
|
|
{
|
|
int width, height;
|
|
GetRenderTargetDimensions( width, height );
|
|
g_pShaderAPI->ClearBuffers( bClearColor, bClearDepth, bClearStencil, width, height );
|
|
}
|
|
|
|
void CMatRenderContext::DrawClearBufferQuad( unsigned char r, unsigned char g, unsigned char b, unsigned char a, bool bClearColor, bool bClearAlpha, bool bClearDepth )
|
|
{
|
|
IMaterialInternal *pClearMaterial = GetBufferClearObeyStencil( bClearColor + ( bClearAlpha << 1 ) + ( bClearDepth << 2 ) );
|
|
Bind( pClearMaterial );
|
|
|
|
IMesh* pMesh = GetDynamicMesh( true );
|
|
|
|
MatrixMode( MATERIAL_MODEL );
|
|
PushMatrix();
|
|
LoadIdentity();
|
|
|
|
MatrixMode( MATERIAL_VIEW );
|
|
PushMatrix();
|
|
LoadIdentity();
|
|
|
|
MatrixMode( MATERIAL_PROJECTION );
|
|
PushMatrix();
|
|
LoadIdentity();
|
|
|
|
float flDepth = GetMaterialSystem()->GetConfig().bReverseDepth ? 0.0f : 1.0f;
|
|
|
|
CMeshBuilder meshBuilder;
|
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
|
|
|
|
//1.1 instead of 1.0 to fix small borders around the edges in full screen with anti-aliasing enabled
|
|
meshBuilder.Position3f( -1.1f, -1.1f, flDepth );
|
|
meshBuilder.Color4ub( r, g, b, a );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3f( -1.1f, 1.1f, flDepth );
|
|
meshBuilder.Color4ub( r, g, b, a );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3f( 1.1f, 1.1f, flDepth );
|
|
meshBuilder.Color4ub( r, g, b, a );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3f( 1.1f, -1.1f, flDepth );
|
|
meshBuilder.Color4ub( r, g, b, a );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
|
|
MatrixMode( MATERIAL_MODEL );
|
|
PopMatrix();
|
|
|
|
MatrixMode( MATERIAL_VIEW );
|
|
PopMatrix();
|
|
|
|
MatrixMode( MATERIAL_PROJECTION );
|
|
PopMatrix();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Should really be called SetViewport
|
|
//-----------------------------------------------------------------------------
|
|
void CMatRenderContext::Viewport( int x, int y, int width, int height )
|
|
{
|
|
CMatRenderContextBase::Viewport( x, y, width, height );
|
|
|
|
// If either dimension is negative, set to full bounds of current target
|
|
if ( (width < 0) || (height < 0) )
|
|
{
|
|
ITexture *pTarget = m_RenderTargetStack.Top().m_pRenderTargets[0];
|
|
|
|
// If target is the back buffer
|
|
if ( pTarget == NULL )
|
|
{
|
|
m_Viewport.m_nTopLeftX = 0;
|
|
m_Viewport.m_nTopLeftY = 0;
|
|
g_pShaderAPI->GetBackBufferDimensions( m_Viewport.m_nWidth, m_Viewport.m_nHeight );
|
|
g_pShaderAPI->SetViewports( 1, &m_Viewport );
|
|
}
|
|
else // target is a texture
|
|
{
|
|
m_Viewport.m_nTopLeftX = 0;
|
|
m_Viewport.m_nTopLeftY = 0;
|
|
m_Viewport.m_nWidth = pTarget->GetActualWidth();
|
|
m_Viewport.m_nHeight = pTarget->GetActualHeight();
|
|
g_pShaderAPI->SetViewports( 1, &m_Viewport );
|
|
}
|
|
}
|
|
else // use the bounds passed in
|
|
{
|
|
m_Viewport.m_nTopLeftX = x;
|
|
m_Viewport.m_nTopLeftY = y;
|
|
m_Viewport.m_nWidth = width;
|
|
m_Viewport.m_nHeight = height;
|
|
g_pShaderAPI->SetViewports( 1, &m_Viewport );
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::GetViewport( int& x, int& y, int& width, int& height ) const
|
|
{
|
|
// Verify valid top of RT stack
|
|
Assert ( m_RenderTargetStack.Count() > 0 );
|
|
|
|
// Grab the top of stack
|
|
const RenderTargetStackElement_t& element = m_RenderTargetStack.Top();
|
|
|
|
// If either dimension is not positive, set to full bounds of current target
|
|
if ( (element.m_nViewW <= 0) || (element.m_nViewH <= 0) )
|
|
{
|
|
// Viewport origin at target origin
|
|
x = y = 0;
|
|
|
|
// If target is back buffer
|
|
if ( element.m_pRenderTargets[0] == NULL )
|
|
{
|
|
g_pShaderAPI->GetBackBufferDimensions( width, height );
|
|
}
|
|
else // if target is texture
|
|
{
|
|
width = element.m_pRenderTargets[0]->GetActualWidth();
|
|
height = element.m_pRenderTargets[0]->GetActualHeight();
|
|
}
|
|
}
|
|
else // use the bounds from the stack directly
|
|
{
|
|
x = element.m_nViewX;
|
|
y = element.m_nViewY;
|
|
width = element.m_nViewW;
|
|
height = element.m_nViewH;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Methods related to user clip planes
|
|
//-----------------------------------------------------------------------------
|
|
void CMatRenderContext::UpdateHeightClipUserClipPlane( void )
|
|
{
|
|
PlaneStackElement pse;
|
|
pse.bHack_IsHeightClipPlane = true;
|
|
|
|
int iExistingHeightClipPlaneIndex;
|
|
for( iExistingHeightClipPlaneIndex = m_CustomClipPlanes.Count(); --iExistingHeightClipPlaneIndex >= 0; )
|
|
{
|
|
if( m_CustomClipPlanes[iExistingHeightClipPlaneIndex].bHack_IsHeightClipPlane )
|
|
break;
|
|
}
|
|
|
|
switch( m_HeightClipMode )
|
|
{
|
|
case MATERIAL_HEIGHTCLIPMODE_DISABLE:
|
|
if( iExistingHeightClipPlaneIndex != -1 )
|
|
m_CustomClipPlanes.Remove( iExistingHeightClipPlaneIndex );
|
|
break;
|
|
case MATERIAL_HEIGHTCLIPMODE_RENDER_ABOVE_HEIGHT:
|
|
pse.fValues[0] = 0.0f;
|
|
pse.fValues[1] = 0.0f;
|
|
pse.fValues[2] = 1.0f;
|
|
pse.fValues[3] = m_HeightClipZ;
|
|
if( iExistingHeightClipPlaneIndex != -1 )
|
|
{
|
|
memcpy( m_CustomClipPlanes.Base() + iExistingHeightClipPlaneIndex, &pse, sizeof( PlaneStackElement ) );
|
|
}
|
|
else
|
|
{
|
|
m_CustomClipPlanes.AddToTail( pse );
|
|
}
|
|
break;
|
|
case MATERIAL_HEIGHTCLIPMODE_RENDER_BELOW_HEIGHT:
|
|
pse.fValues[0] = 0.0f;
|
|
pse.fValues[1] = 0.0f;
|
|
pse.fValues[2] = -1.0f;
|
|
pse.fValues[3] = -m_HeightClipZ;
|
|
if( iExistingHeightClipPlaneIndex != -1 )
|
|
{
|
|
memcpy( m_CustomClipPlanes.Base() + iExistingHeightClipPlaneIndex, &pse, sizeof( PlaneStackElement ) );
|
|
}
|
|
else
|
|
{
|
|
m_CustomClipPlanes.AddToTail( pse );
|
|
}
|
|
break;
|
|
};
|
|
|
|
ApplyCustomClipPlanes();
|
|
|
|
/*switch( m_HeightClipMode )
|
|
{
|
|
case MATERIAL_HEIGHTCLIPMODE_DISABLE:
|
|
g_pShaderAPI->EnableClipPlane( 0, false );
|
|
break;
|
|
case MATERIAL_HEIGHTCLIPMODE_RENDER_ABOVE_HEIGHT:
|
|
plane[0] = 0.0f;
|
|
plane[1] = 0.0f;
|
|
plane[2] = 1.0f;
|
|
plane[3] = m_HeightClipZ;
|
|
g_pShaderAPI->SetClipPlane( 0, plane );
|
|
g_pShaderAPI->EnableClipPlane( 0, true );
|
|
break;
|
|
case MATERIAL_HEIGHTCLIPMODE_RENDER_BELOW_HEIGHT:
|
|
plane[0] = 0.0f;
|
|
plane[1] = 0.0f;
|
|
plane[2] = -1.0f;
|
|
plane[3] = -m_HeightClipZ;
|
|
g_pShaderAPI->SetClipPlane( 0, plane );
|
|
g_pShaderAPI->EnableClipPlane( 0, true );
|
|
break;
|
|
}*/
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Lightmap stuff
|
|
//-----------------------------------------------------------------------------
|
|
void CMatRenderContext::BindLightmapPage( int lightmapPageID )
|
|
{
|
|
if ( m_lightmapPageID == lightmapPageID )
|
|
return;
|
|
|
|
// We gotta make sure there's no buffered primitives 'cause this'll
|
|
// change the render state.
|
|
g_pShaderAPI->FlushBufferedPrimitives();
|
|
|
|
CMatRenderContextBase::BindLightmapPage( lightmapPageID );
|
|
}
|
|
|
|
void CMatRenderContext::BindLightmapTexture( ITexture *pLightmapTexture )
|
|
{
|
|
if ( ( m_lightmapPageID == MATERIAL_SYSTEM_LIGHTMAP_PAGE_USER_DEFINED ) && ( m_pUserDefinedLightmap == pLightmapTexture ) )
|
|
return;
|
|
|
|
// We gotta make sure there's no buffered primitives 'cause this'll
|
|
// change the render state.
|
|
g_pShaderAPI->FlushBufferedPrimitives();
|
|
|
|
m_lightmapPageID = MATERIAL_SYSTEM_LIGHTMAP_PAGE_USER_DEFINED;
|
|
if ( pLightmapTexture )
|
|
{
|
|
pLightmapTexture->IncrementReferenceCount();
|
|
}
|
|
if ( m_pUserDefinedLightmap )
|
|
{
|
|
m_pUserDefinedLightmap->DecrementReferenceCount();
|
|
}
|
|
m_pUserDefinedLightmap = static_cast<ITextureInternal*>( pLightmapTexture );
|
|
}
|
|
|
|
|
|
void CMatRenderContext::BindLightmap( Sampler_t sampler )
|
|
{
|
|
switch ( m_lightmapPageID )
|
|
{
|
|
default:
|
|
Assert( ( m_lightmapPageID == 0 && GetLightmaps()->GetNumLightmapPages() == 0 ) || ( m_lightmapPageID >= 0 && m_lightmapPageID < GetLightmaps()->GetNumLightmapPages() ) );
|
|
if( m_lightmapPageID >= 0 && m_lightmapPageID < GetLightmaps()->GetNumLightmapPages() )
|
|
{
|
|
g_pShaderAPI->BindTexture( sampler, GetLightmaps()->GetLightmapPageTextureHandle( m_lightmapPageID ) );
|
|
}
|
|
break;
|
|
|
|
case MATERIAL_SYSTEM_LIGHTMAP_PAGE_USER_DEFINED:
|
|
AssertOnce( m_pUserDefinedLightmap );
|
|
g_pShaderAPI->BindTexture( sampler, m_pUserDefinedLightmap->GetTextureHandle( 0 ) );
|
|
break;
|
|
|
|
case MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE:
|
|
BindFullbrightLightmap( sampler );
|
|
break;
|
|
|
|
case MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE_BUMP:
|
|
BindBumpedFullbrightLightmap( sampler );
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::BindBumpLightmap( Sampler_t sampler )
|
|
{
|
|
switch ( m_lightmapPageID )
|
|
{
|
|
default:
|
|
Assert( m_lightmapPageID >= 0 && m_lightmapPageID < GetLightmaps()->GetNumLightmapPages() );
|
|
if( m_lightmapPageID >= 0 && m_lightmapPageID < GetLightmaps()->GetNumLightmapPages() )
|
|
{
|
|
g_pShaderAPI->BindTexture( sampler, GetLightmaps()->GetLightmapPageTextureHandle( m_lightmapPageID ) );
|
|
g_pShaderAPI->BindTexture( (Sampler_t)(sampler+1), GetLightmaps()->GetLightmapPageTextureHandle( m_lightmapPageID ) );
|
|
g_pShaderAPI->BindTexture( (Sampler_t)(sampler+2), GetLightmaps()->GetLightmapPageTextureHandle( m_lightmapPageID ) );
|
|
}
|
|
break;
|
|
case MATERIAL_SYSTEM_LIGHTMAP_PAGE_USER_DEFINED:
|
|
AssertOnce( m_pUserDefinedLightmap );
|
|
g_pShaderAPI->BindTexture( sampler, m_pUserDefinedLightmap->GetTextureHandle( 0 ) );
|
|
g_pShaderAPI->BindTexture( (Sampler_t)(sampler+1), m_pUserDefinedLightmap->GetTextureHandle( 0 ) );
|
|
g_pShaderAPI->BindTexture( (Sampler_t)(sampler+2), m_pUserDefinedLightmap->GetTextureHandle( 0 ) );
|
|
break;
|
|
case MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE_BUMP:
|
|
BindBumpedFullbrightLightmap( sampler );
|
|
BindBumpedFullbrightLightmap( (Sampler_t)(sampler+1) );
|
|
BindBumpedFullbrightLightmap( (Sampler_t)(sampler+2) );
|
|
break;
|
|
case MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE:
|
|
BindBumpedFullbrightLightmap( sampler );
|
|
BindBumpedFullbrightLightmap( (Sampler_t)(sampler+1) );
|
|
BindBumpedFullbrightLightmap( (Sampler_t)(sampler+2) );
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::BindFullbrightLightmap( Sampler_t sampler )
|
|
{
|
|
g_pShaderAPI->BindTexture( sampler, GetFullbrightLightmapTextureHandle() );
|
|
}
|
|
|
|
void CMatRenderContext::BindBumpedFullbrightLightmap( Sampler_t sampler )
|
|
{
|
|
g_pShaderAPI->BindTexture( sampler, GetFullbrightBumpedLightmapTextureHandle() );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Bind standard textures
|
|
//-----------------------------------------------------------------------------
|
|
void CMatRenderContext::BindStandardTexture( Sampler_t sampler, StandardTextureId_t id )
|
|
{
|
|
switch ( id )
|
|
{
|
|
case TEXTURE_LIGHTMAP:
|
|
BindLightmap( sampler );
|
|
return;
|
|
|
|
case TEXTURE_LIGHTMAP_BUMPED:
|
|
BindBumpLightmap( sampler );
|
|
return;
|
|
|
|
case TEXTURE_LIGHTMAP_FULLBRIGHT:
|
|
BindFullbrightLightmap( sampler );
|
|
return;
|
|
|
|
case TEXTURE_LIGHTMAP_BUMPED_FULLBRIGHT:
|
|
BindBumpedFullbrightLightmap( sampler );
|
|
return;
|
|
|
|
case TEXTURE_WHITE:
|
|
g_pShaderAPI->BindTexture( sampler, GetWhiteTextureHandle() );
|
|
return;
|
|
|
|
case TEXTURE_BLACK:
|
|
g_pShaderAPI->BindTexture( sampler, GetBlackTextureHandle() );
|
|
return;
|
|
|
|
case TEXTURE_GREY:
|
|
g_pShaderAPI->BindTexture( sampler, GetGreyTextureHandle() );
|
|
return;
|
|
|
|
case TEXTURE_GREY_ALPHA_ZERO:
|
|
g_pShaderAPI->BindTexture( sampler, GetGreyAlphaZeroTextureHandle() );
|
|
return;
|
|
|
|
case TEXTURE_NORMALMAP_FLAT:
|
|
g_pShaderAPI->BindTexture( sampler, GetFlatNormalTextureHandle() );
|
|
return;
|
|
|
|
case TEXTURE_NORMALIZATION_CUBEMAP:
|
|
TextureManager()->NormalizationCubemap()->Bind( sampler );
|
|
return;
|
|
|
|
case TEXTURE_NORMALIZATION_CUBEMAP_SIGNED:
|
|
TextureManager()->SignedNormalizationCubemap()->Bind( sampler );
|
|
return;
|
|
|
|
case TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0:
|
|
case TEXTURE_FRAME_BUFFER_FULL_TEXTURE_1:
|
|
{
|
|
int nTextureIndex = id - TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0;
|
|
if( m_pCurrentFrameBufferCopyTexture[ nTextureIndex ] )
|
|
{
|
|
( ( ITextureInternal * )m_pCurrentFrameBufferCopyTexture[ nTextureIndex ] )->Bind( sampler );
|
|
}
|
|
}
|
|
return;
|
|
|
|
case TEXTURE_COLOR_CORRECTION_VOLUME_0:
|
|
case TEXTURE_COLOR_CORRECTION_VOLUME_1:
|
|
case TEXTURE_COLOR_CORRECTION_VOLUME_2:
|
|
case TEXTURE_COLOR_CORRECTION_VOLUME_3:
|
|
{
|
|
ITextureInternal *pTexture = TextureManager()->ColorCorrectionTexture( id - TEXTURE_COLOR_CORRECTION_VOLUME_0 );
|
|
if( pTexture )
|
|
{
|
|
pTexture->Bind( sampler );
|
|
}
|
|
}
|
|
return;
|
|
|
|
case TEXTURE_SHADOW_NOISE_2D:
|
|
TextureManager()->ShadowNoise2D()->Bind( sampler );
|
|
return;
|
|
|
|
case TEXTURE_IDENTITY_LIGHTWARP:
|
|
TextureManager()->IdentityLightWarp()->Bind( sampler );
|
|
return;
|
|
|
|
case TEXTURE_MORPH_ACCUMULATOR:
|
|
g_pMorphMgr->MorphAccumulator()->Bind( sampler );
|
|
return;
|
|
|
|
case TEXTURE_MORPH_WEIGHTS:
|
|
g_pMorphMgr->MorphWeights()->Bind( sampler );
|
|
return;
|
|
|
|
case TEXTURE_FRAME_BUFFER_FULL_DEPTH:
|
|
if( m_bFullFrameDepthIsValid )
|
|
TextureManager()->FullFrameDepthTexture()->Bind( sampler );
|
|
else
|
|
g_pShaderAPI->BindTexture( sampler, GetMaxDepthTextureHandle() );
|
|
return;
|
|
|
|
case TEXTURE_DEBUG_LUXELS:
|
|
TextureManager()->DebugLuxels2D()->Bind( sampler );
|
|
return;
|
|
|
|
default:
|
|
Assert(0);
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::BindStandardVertexTexture( VertexTextureSampler_t sampler, StandardTextureId_t id )
|
|
{
|
|
switch ( id )
|
|
{
|
|
case TEXTURE_MORPH_ACCUMULATOR:
|
|
g_pMorphMgr->MorphAccumulator()->BindVertexTexture( sampler );
|
|
return;
|
|
|
|
case TEXTURE_MORPH_WEIGHTS:
|
|
g_pMorphMgr->MorphWeights()->BindVertexTexture( sampler );
|
|
return;
|
|
|
|
default:
|
|
Assert(0);
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::GetStandardTextureDimensions( int *pWidth, int *pHeight, StandardTextureId_t id )
|
|
{
|
|
ITexture *pTexture = NULL;
|
|
switch ( id )
|
|
{
|
|
case TEXTURE_LIGHTMAP:
|
|
case TEXTURE_LIGHTMAP_BUMPED:
|
|
case TEXTURE_LIGHTMAP_FULLBRIGHT:
|
|
case TEXTURE_LIGHTMAP_BUMPED_FULLBRIGHT:
|
|
// NOTE: Doesn't exactly work since we may be in fullbright mode
|
|
// GetLightmapDimensions( pWidth, pHeight );
|
|
// break;
|
|
|
|
case TEXTURE_WHITE:
|
|
case TEXTURE_BLACK:
|
|
case TEXTURE_GREY:
|
|
case TEXTURE_GREY_ALPHA_ZERO:
|
|
case TEXTURE_NORMALMAP_FLAT:
|
|
default:
|
|
Assert( 0 );
|
|
Warning( "GetStandardTextureDimensions: still unimplemented for this type!\n" );
|
|
*pWidth = *pHeight = -1;
|
|
break;
|
|
|
|
case TEXTURE_NORMALIZATION_CUBEMAP:
|
|
pTexture = TextureManager()->NormalizationCubemap();
|
|
break;
|
|
|
|
case TEXTURE_NORMALIZATION_CUBEMAP_SIGNED:
|
|
pTexture = TextureManager()->SignedNormalizationCubemap();
|
|
break;
|
|
|
|
case TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0:
|
|
case TEXTURE_FRAME_BUFFER_FULL_TEXTURE_1:
|
|
{
|
|
int nTextureIndex = id - TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0;
|
|
pTexture = m_pCurrentFrameBufferCopyTexture[ nTextureIndex ];
|
|
}
|
|
break;
|
|
|
|
case TEXTURE_COLOR_CORRECTION_VOLUME_0:
|
|
case TEXTURE_COLOR_CORRECTION_VOLUME_1:
|
|
case TEXTURE_COLOR_CORRECTION_VOLUME_2:
|
|
case TEXTURE_COLOR_CORRECTION_VOLUME_3:
|
|
pTexture = TextureManager()->ColorCorrectionTexture( id - TEXTURE_COLOR_CORRECTION_VOLUME_0 );
|
|
break;
|
|
|
|
case TEXTURE_SHADOW_NOISE_2D:
|
|
pTexture = TextureManager()->ShadowNoise2D();
|
|
break;
|
|
|
|
case TEXTURE_IDENTITY_LIGHTWARP:
|
|
pTexture = TextureManager()->IdentityLightWarp();
|
|
return;
|
|
|
|
case TEXTURE_MORPH_ACCUMULATOR:
|
|
pTexture = g_pMorphMgr->MorphAccumulator();
|
|
break;
|
|
|
|
case TEXTURE_MORPH_WEIGHTS:
|
|
pTexture = g_pMorphMgr->MorphWeights();
|
|
break;
|
|
|
|
case TEXTURE_DEBUG_LUXELS:
|
|
pTexture = TextureManager()->DebugLuxels2D();
|
|
break;
|
|
}
|
|
|
|
if ( pTexture )
|
|
{
|
|
*pWidth = pTexture->GetActualWidth();
|
|
*pHeight = pTexture->GetActualHeight();
|
|
}
|
|
else
|
|
{
|
|
Warning( "GetStandardTextureDimensions: Couldn't find the texture to get the dimensions!\n" );
|
|
*pWidth = *pHeight = -1;
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::FogColor3f( float r, float g, float b )
|
|
{
|
|
unsigned char fogColor[3];
|
|
fogColor[0] = clamp( (int)(r * 255.0f), 0, 255 );
|
|
fogColor[1] = clamp( (int)(g * 255.0f), 0, 255 );
|
|
fogColor[2] = clamp( (int)(b * 255.0f), 0, 255 );
|
|
g_pShaderAPI->SceneFogColor3ub( fogColor[0], fogColor[1], fogColor[2] );
|
|
}
|
|
|
|
void CMatRenderContext::FogColor3fv( const float* rgb )
|
|
{
|
|
unsigned char fogColor[3];
|
|
fogColor[0] = clamp( (int)(rgb[0] * 255.0f), 0, 255 );
|
|
fogColor[1] = clamp( (int)(rgb[1] * 255.0f), 0, 255 );
|
|
fogColor[2] = clamp( (int)(rgb[2] * 255.0f), 0, 255 );
|
|
g_pShaderAPI->SceneFogColor3ub( fogColor[0], fogColor[1], fogColor[2] );
|
|
}
|
|
|
|
|
|
|
|
void CMatRenderContext::SetFlashlightMode( bool bEnable )
|
|
{
|
|
if( bEnable != m_bFlashlightEnable )
|
|
{
|
|
g_pShaderAPI->FlushBufferedPrimitives();
|
|
m_bFlashlightEnable = bEnable;
|
|
}
|
|
}
|
|
|
|
bool CMatRenderContext::GetFlashlightMode( ) const
|
|
{
|
|
return m_bFlashlightEnable;
|
|
}
|
|
|
|
void CMatRenderContext::SetFlashlightStateEx( const FlashlightState_t &state, const VMatrix &worldToTexture, ITexture *pFlashlightDepthTexture )
|
|
{
|
|
g_pShaderAPI->SetFlashlightStateEx( state, worldToTexture, pFlashlightDepthTexture );
|
|
if ( IsPC() && g_config.dxSupportLevel <= 70 )
|
|
{
|
|
// Going to go ahead and set a single hardware light here to do all lighting except for
|
|
// the spotlight falloff function, which is done with a texture.
|
|
SetAmbientLight( 0.0f, 0.0f, 0.0f );
|
|
static Vector4D blackCube[6];
|
|
int i;
|
|
for( i = 0; i < 6; i++ )
|
|
{
|
|
blackCube[i].Init( 0.0f, 0.0f, 0.0f, 0.0f );
|
|
}
|
|
SetAmbientLightCube( blackCube );
|
|
|
|
// Disable all the lights except for the first one.
|
|
for( i = 1; i < HardwareConfig()->MaxNumLights(); ++i )
|
|
{
|
|
LightDesc_t desc;
|
|
desc.m_Type = MATERIAL_LIGHT_DISABLE;
|
|
SetLight( i, desc );
|
|
}
|
|
|
|
LightDesc_t desc;
|
|
desc.m_Type = MATERIAL_LIGHT_POINT;
|
|
desc.m_Attenuation0 = state.m_fConstantAtten;
|
|
desc.m_Attenuation1 = state.m_fLinearAtten;
|
|
desc.m_Attenuation2 = state.m_fQuadraticAtten;
|
|
// flashlightfixme: I don't know why this scale has to be here to get fixed function lighting to work.
|
|
desc.m_Color.x = state.m_Color[0] * 17000.0f;
|
|
desc.m_Color.y = state.m_Color[1] * 17000.0f;
|
|
desc.m_Color.z = state.m_Color[2] * 17000.0f;
|
|
desc.m_Position = state.m_vecLightOrigin;
|
|
|
|
QAngle angles;
|
|
QuaternionAngles( state.m_quatOrientation, angles );
|
|
AngleVectors( angles, &desc.m_Direction );
|
|
|
|
desc.m_Range = state.m_FarZ;
|
|
desc.m_Falloff = 0.0f;
|
|
SetLight( 0, desc );
|
|
}
|
|
}
|
|
|
|
void CMatRenderContext::SetScissorRect( const int nLeft, const int nTop, const int nRight, const int nBottom, const bool bEnableScissor )
|
|
{
|
|
g_pShaderAPI->SetScissorRect( nLeft, nTop, nRight, nBottom, bEnableScissor );
|
|
}
|
|
|
|
void CMatRenderContext::SetToneMappingScaleLinear( const Vector &scale )
|
|
{
|
|
g_pShaderAPI->SetToneMappingScaleLinear( scale );
|
|
}
|
|
|
|
void CMatRenderContext::BeginBatch( IMesh* pIndices )
|
|
{
|
|
Assert( !m_pBatchMesh && !m_pBatchIndices);
|
|
m_pBatchIndices = pIndices;
|
|
}
|
|
|
|
void CMatRenderContext::BindBatch( IMesh* pVertices, IMaterial *pAutoBind )
|
|
{
|
|
m_pBatchMesh = GetDynamicMesh( false, pVertices, m_pBatchIndices, pAutoBind );
|
|
}
|
|
|
|
void CMatRenderContext::DrawBatch(int firstIndex, int numIndices )
|
|
{
|
|
Assert( m_pBatchMesh );
|
|
m_pBatchMesh->Draw( firstIndex, numIndices );
|
|
}
|
|
|
|
void CMatRenderContext::EndBatch()
|
|
{
|
|
m_pBatchIndices = NULL;
|
|
m_pBatchMesh = NULL;
|
|
}
|
|
|
|
bool CMatRenderContext::OnDrawMesh( IMesh *pMesh, int firstIndex, int numIndices )
|
|
{
|
|
SyncMatrices();
|
|
return true;
|
|
}
|
|
|
|
bool CMatRenderContext::OnDrawMesh( IMesh *pMesh, CPrimList *pLists, int nLists )
|
|
{
|
|
SyncMatrices();
|
|
return true;
|
|
}
|
|
|
|
void CMatRenderContext::AsyncCreateTextureFromRenderTarget( ITexture* pSrcRt, const char* pDstName, ImageFormat dstFmt, bool bGenMips, int nAdditionalCreationFlags, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs )
|
|
{
|
|
if ( g_pMaterialSystem->GetThreadMode() == MATERIAL_SINGLE_THREADED )
|
|
{
|
|
OnAsyncCreateTextureFromRenderTarget( pSrcRt, &pDstName, pRecipient );
|
|
}
|
|
|
|
TextureManager()->AsyncCreateTextureFromRenderTarget( pSrcRt, pDstName, dstFmt, bGenMips, nAdditionalCreationFlags, pRecipient, pExtraArgs );
|
|
}
|
|
|
|
void CMatRenderContext::AsyncMap( ITextureInternal* pTexToMap, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs )
|
|
{
|
|
if ( g_pMaterialSystem->GetThreadMode() == MATERIAL_SINGLE_THREADED )
|
|
{
|
|
OnAsyncMap( pTexToMap, pRecipient, pExtraArgs );
|
|
}
|
|
|
|
void* pMemory = NULL;
|
|
int nPitch = NULL;
|
|
|
|
pTexToMap->Map( &pMemory, &nPitch );
|
|
|
|
pRecipient->OnAsyncMapComplete( pTexToMap, pExtraArgs, pMemory, nPitch );
|
|
|
|
// Release references held earlier in OnAsyncMap
|
|
SafeRelease( &pRecipient );
|
|
SafeRelease( &pTexToMap );
|
|
}
|
|
|
|
void CMatRenderContext::AsyncUnmap( ITextureInternal* pTexToUnmap )
|
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{
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if ( g_pMaterialSystem->GetThreadMode() == MATERIAL_SINGLE_THREADED )
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{
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OnAsyncUnmap( pTexToUnmap );
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}
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pTexToUnmap->Unmap();
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SafeRelease( &pTexToUnmap ); // Matches AddRef from OnAsyncUnmap
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}
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void CMatRenderContext::AsyncCopyRenderTargetToStagingTexture( ITexture* pDst, ITexture* pSrc, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs )
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{
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if ( g_pMaterialSystem->GetThreadMode() == MATERIAL_SINGLE_THREADED )
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{
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OnAsyncCopyRenderTargetToStagingTexture( pDst, pSrc, pRecipient );
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}
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pSrc->CopyToStagingTexture( pDst );
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pRecipient->OnAsyncReadbackBegin( pDst, pSrc, pExtraArgs );
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SafeRelease( &pDst );
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SafeRelease( &pSrc );
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SafeRelease( &pRecipient );
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}
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//-----------------------------------------------------------------------------
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// Methods related to morph accumulation
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//-----------------------------------------------------------------------------
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void CMatRenderContext::BeginMorphAccumulation()
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{
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g_pMorphMgr->BeginMorphAccumulation( m_pMorphRenderContext );
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}
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void CMatRenderContext::EndMorphAccumulation()
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{
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g_pMorphMgr->EndMorphAccumulation( m_pMorphRenderContext );
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}
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void CMatRenderContext::AccumulateMorph( IMorph* pMorph, int nMorphCount, const MorphWeight_t* pWeights )
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{
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g_pMorphMgr->AccumulateMorph( m_pMorphRenderContext, pMorph, nMorphCount, pWeights );
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}
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bool CMatRenderContext::GetMorphAccumulatorTexCoord( Vector2D *pTexCoord, IMorph *pMorph, int nVertex )
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|
{
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return g_pMorphMgr->GetMorphAccumulatorTexCoord( m_pMorphRenderContext, pTexCoord, pMorph, nVertex );
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}
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//-----------------------------------------------------------------------------
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// Occlusion query support
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|
//-----------------------------------------------------------------------------
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OcclusionQueryObjectHandle_t CMatRenderContext::CreateOcclusionQueryObject()
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|
{
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|
OcclusionQueryObjectHandle_t h = g_pOcclusionQueryMgr->CreateOcclusionQueryObject();
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|
g_pOcclusionQueryMgr->OnCreateOcclusionQueryObject( h );
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|
return h;
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|
}
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|
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int CMatRenderContext::OcclusionQuery_GetNumPixelsRendered( OcclusionQueryObjectHandle_t h )
|
|
{
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|
return g_pOcclusionQueryMgr->OcclusionQuery_GetNumPixelsRendered( h, true );
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|
}
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|
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void CMatRenderContext::SetFullScreenDepthTextureValidityFlag( bool bIsValid )
|
|
{
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|
m_bFullFrameDepthIsValid = bIsValid;
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|
}
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|
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|
//-----------------------------------------------------------------------------
|
|
// Debug logging
|
|
//-----------------------------------------------------------------------------
|
|
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|
void CMatRenderContext::PrintfVA( char *fmt, va_list vargs )
|
|
{
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|
#if GLMDEBUG
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|
g_pShaderAPI->PrintfVA( fmt, vargs );
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|
#endif
|
|
}
|
|
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|
void CMatRenderContext::Printf( const char *fmt, ... )
|
|
{
|
|
#if GLMDEBUG
|
|
va_list vargs;
|
|
|
|
va_start(vargs, fmt);
|
|
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|
g_pShaderAPI->PrintfVA( (char *)fmt, vargs );
|
|
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|
va_end( vargs );
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|
#endif
|
|
}
|
|
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|
float CMatRenderContext::Knob( char *knobname, float *setvalue )
|
|
{
|
|
#if GLMDEBUG
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|
return g_pShaderAPI->Knob( knobname, setvalue );
|
|
#else
|
|
return 0.0f;
|
|
#endif
|
|
}
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|