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247 lines
12 KiB
C++
247 lines
12 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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#ifndef STUDIORENDERCONTEXT_H
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#define STUDIORENDERCONTEXT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "istudiorender.h"
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#include "tier3/tier3.h"
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#include "studio.h"
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#include "tier1/delegates.h"
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#include "tier1/memstack.h"
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#include "studiorender.h"
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//-----------------------------------------------------------------------------
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// Foward declarations
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//-----------------------------------------------------------------------------
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class IStudioDataCache;
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class CStudioRender;
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//-----------------------------------------------------------------------------
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// Global interfaces
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//-----------------------------------------------------------------------------
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extern IStudioDataCache *g_pStudioDataCache;
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extern CStudioRender *g_pStudioRenderImp;
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IMaterial* GetModelSpecificDecalMaterial( IMaterial* pDecalMaterial );
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//-----------------------------------------------------------------------------
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// Internal config structure
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//-----------------------------------------------------------------------------
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struct StudioRenderConfigInternal_t : public StudioRenderConfig_t
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{
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bool m_bSupportsVertexAndPixelShaders : 1;
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bool m_bSupportsOverbright : 1;
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bool m_bEnableHWMorph : 1;
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bool m_bStatsMode : 1;
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};
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//-----------------------------------------------------------------------------
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// All the data needed to render a studiomodel
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//-----------------------------------------------------------------------------
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struct FlexWeights_t
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{
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float *m_pFlexWeights;
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float *m_pFlexDelayedWeights;
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};
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struct StudioRenderContext_t
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{
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StudioRenderConfigInternal_t m_Config;
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Vector m_ViewTarget;
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Vector m_ViewOrigin;
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Vector m_ViewRight;
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Vector m_ViewUp;
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Vector m_ViewPlaneNormal;
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Vector4D m_LightBoxColors[6];
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LightDesc_t m_LocalLights[MAXLOCALLIGHTS];
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int m_NumLocalLights;
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float m_ColorMod[3];
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float m_AlphaMod;
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IMaterial* m_pForcedMaterial;
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OverrideType_t m_nForcedMaterialType;
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};
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//-----------------------------------------------------------------------------
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// Helper to queue up calls if necessary
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//-----------------------------------------------------------------------------
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#define QUEUE_STUDIORENDER_CALL( FuncName, ClassName, pObject, ... ) \
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); \
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ICallQueue *pCallQueue = pRenderContext->GetCallQueue(); \
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if ( !pCallQueue || studio_queue_mode.GetInt() == 0 ) \
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{ \
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pObject->FuncName( __VA_ARGS__ ); \
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} \
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else \
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{ \
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pCallQueue->QueueCall( pObject, &ClassName::FuncName, ##__VA_ARGS__ ); \
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}
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#define QUEUE_STUDIORENDER_CALL_RC( FuncName, ClassName, pObject, pRenderContext, ... ) \
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ICallQueue *pCallQueue = pRenderContext->GetCallQueue(); \
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if ( !pCallQueue || studio_queue_mode.GetInt() == 0 ) \
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{ \
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pObject->FuncName( __VA_ARGS__ ); \
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} \
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else \
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{ \
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pCallQueue->QueueCall( pObject, &ClassName::FuncName, ##__VA_ARGS__ ); \
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}
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//-----------------------------------------------------------------------------
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// Implementation of IStudioRender
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//-----------------------------------------------------------------------------
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class CStudioRenderContext : public CTier3AppSystem< IStudioRender >
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{
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typedef CTier3AppSystem< IStudioRender > BaseClass;
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// Methods of IAppSystem
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public:
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virtual bool Connect( CreateInterfaceFn factory );
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virtual void Disconnect();
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virtual void *QueryInterface( const char *pInterfaceName );
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virtual InitReturnVal_t Init();
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virtual void Shutdown();
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// Methods of IStudioRender
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public:
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virtual void BeginFrame( void );
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virtual void EndFrame( void );
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virtual void Mat_Stub( IMaterialSystem *pMatSys );
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virtual void UpdateConfig( const StudioRenderConfig_t& config );
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virtual void GetCurrentConfig( StudioRenderConfig_t& config );
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virtual bool LoadModel(studiohdr_t *pStudioHdr, void *pVtxData, studiohwdata_t *pHardwareData);
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virtual void UnloadModel( studiohwdata_t *pHardwareData );
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virtual void RefreshStudioHdr( studiohdr_t* pStudioHdr, studiohwdata_t* pHardwareData );
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virtual void SetEyeViewTarget( const studiohdr_t *pStudioHdr, int nBodyIndex, const Vector& worldPosition );
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virtual void SetAmbientLightColors( const Vector *pAmbientOnlyColors );
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virtual void SetAmbientLightColors( const Vector4D *pAmbientOnlyColors );
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virtual void SetLocalLights( int numLights, const LightDesc_t *pLights );
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virtual int GetNumAmbientLightSamples();
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virtual const Vector *GetAmbientLightDirections();
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virtual void SetViewState( const Vector& viewOrigin, const Vector& viewRight, const Vector& viewUp, const Vector& viewPlaneNormal );
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virtual int GetNumLODs( const studiohwdata_t &hardwareData ) const;
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virtual float GetLODSwitchValue( const studiohwdata_t &hardwareData, int lod ) const;
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virtual void SetLODSwitchValue( studiohwdata_t &hardwareData, int lod, float switchValue );
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virtual void SetColorModulation( const float* pColor );
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virtual void SetAlphaModulation( float alpha );
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virtual void DrawModel( DrawModelResults_t *pResults, const DrawModelInfo_t& info, matrix3x4_t *pCustomBoneToWorld, float *pFlexWeights, float *pFlexDelayedWeights, const Vector& origin, int flags = STUDIORENDER_DRAW_ENTIRE_MODEL );
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virtual void DrawModelArray( const DrawModelInfo_t &drawInfo, int arrayCount, model_array_instance_t *pInstanceData, int instanceStride, int flags = STUDIORENDER_DRAW_ENTIRE_MODEL );
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virtual void DrawModelStaticProp( const DrawModelInfo_t& info, const matrix3x4_t &modelToWorld, int flags = STUDIORENDER_DRAW_ENTIRE_MODEL );
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virtual void DrawStaticPropDecals( const DrawModelInfo_t &drawInfo, const matrix3x4_t &modelToWorld );
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virtual void DrawStaticPropShadows( const DrawModelInfo_t &drawInfo, const matrix3x4_t &modelToWorld, int flags );
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virtual void ForcedMaterialOverride( IMaterial *newMaterial, OverrideType_t nOverrideType = OVERRIDE_NORMAL );
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DELEGATE_TO_OBJECT_1( StudioDecalHandle_t, CreateDecalList, studiohwdata_t *, g_pStudioRenderImp );
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virtual void DestroyDecalList( StudioDecalHandle_t handle );
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virtual void AddDecal( StudioDecalHandle_t handle, studiohdr_t *pStudioHdr, matrix3x4_t *pBoneToWorld, const Ray_t & ray, const Vector& decalUp, IMaterial* pDecalMaterial, float radius, int body, bool noPokethru, int maxLODToDecal = ADDDECAL_TO_ALL_LODS );
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virtual void ComputeLighting( const Vector* pAmbient, int lightCount, LightDesc_t* pLights, const Vector& pt, const Vector& normal, Vector& lighting );
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virtual void ComputeLightingConstDirectional( const Vector* pAmbient, int lightCount, LightDesc_t* pLights, const Vector& pt, const Vector& normal, Vector& lighting, float flDirectionalAmount );
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virtual void AddShadow( IMaterial* pMaterial, void* pProxyData, FlashlightState_t *pFlashlightState, VMatrix *pWorldToTexture, ITexture *pFlashlightDepthTexture );
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virtual void ClearAllShadows();
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virtual int ComputeModelLod( studiohwdata_t* pHardwareData, float flUnitSphereSize, float *pMetric = NULL );
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virtual void GetPerfStats( DrawModelResults_t *pResults, const DrawModelInfo_t &info, CUtlBuffer *pSpewBuf = NULL ) const;
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virtual void GetTriangles( const DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, GetTriangles_Output_t &out );
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virtual int GetMaterialList( studiohdr_t *pStudioHdr, int count, IMaterial** ppMaterials );
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virtual int GetMaterialListFromBodyAndSkin( MDLHandle_t studio, int nSkin, int nBody, int nCountOutputMaterials, IMaterial** ppOutputMaterials );
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virtual matrix3x4_t* LockBoneMatrices( int nCount );
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virtual void UnlockBoneMatrices();
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virtual void LockFlexWeights( int nWeightCount, float **ppFlexWeights, float **ppFlexDelayedWeights = NULL );
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virtual void UnlockFlexWeights();
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virtual void GetMaterialOverride( IMaterial** ppOutForcedMaterial, OverrideType_t* pOutOverrideType );
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// Other public methods
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public:
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CStudioRenderContext();
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virtual ~CStudioRenderContext();
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private:
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// Load, unload materials
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void LoadMaterials( studiohdr_t *phdr, OptimizedModel::FileHeader_t *, studioloddata_t &lodData, int lodID );
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// Determines material flags
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void ComputeMaterialFlags( studiohdr_t *phdr, studioloddata_t &lodData, IMaterial *pMaterial );
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// Creates, destroys static meshes
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void R_StudioCreateStaticMeshes( studiohdr_t *pStudioHdr, OptimizedModel::FileHeader_t* pVtxHdr,
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studiohwdata_t *pStudioHWData, int lodID, int *pColorMeshID );
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void R_StudioCreateSingleMesh( studiohdr_t *pStudioHdr, studioloddata_t *pStudioLodData,
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mstudiomesh_t* pMesh, OptimizedModel::MeshHeader_t* pVtxMesh, int numBones,
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studiomeshdata_t* pMeshData, int *pColorMeshID );
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void R_StudioDestroyStaticMeshes( int numStudioMeshes, studiomeshdata_t **ppStudioMeshes );
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// Determine if any strip groups shouldn't be morphed
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void DetermineHWMorphing( mstudiomodel_t *pModel, OptimizedModel::ModelLODHeader_t *pVtxLOD );
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// Count deltas affecting a particular stripgroup
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int CountDeltaFlexedStripGroups( mstudiomodel_t *pModel, OptimizedModel::ModelLODHeader_t *pVtxLOD );
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// Count vertices affected by deltas in a particular strip group
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int CountFlexedVertices( mstudiomesh_t* pMesh, OptimizedModel::StripGroupHeader_t* pStripGroup );
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// Builds morph data
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void R_StudioBuildMorph( studiohdr_t *pStudioHdr, studiomeshgroup_t* pMeshGroup, mstudiomesh_t* pMesh,
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OptimizedModel::StripGroupHeader_t *pStripGroup );
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// Builds the decal bone remap for a particular mesh
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void ComputeHWMorphDecalBoneRemap( studiohdr_t *pStudioHdr, OptimizedModel::FileHeader_t *pVtxHdr, studiohwdata_t *pStudioHWData, int nLOD );
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void BuildDecalBoneMap( studiohdr_t *pStudioHdr, int *pUsedBones, int *pBoneRemap, int *pMaxBoneCount, mstudiomesh_t* pMesh, OptimizedModel::StripGroupHeader_t* pStripGroup );
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// Helper methods used to construct static meshes
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int GetNumBoneWeights( const OptimizedModel::StripGroupHeader_t *pGroup );
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VertexFormat_t CalculateVertexFormat( const studiohdr_t *pStudioHdr, const studioloddata_t *pStudioLodData,
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const mstudiomesh_t* pMesh, OptimizedModel::StripGroupHeader_t *pGroup, bool bIsHwSkinned );
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bool MeshNeedsTangentSpace( studiohdr_t *pStudioHdr, studioloddata_t *pStudioLodData, mstudiomesh_t* pMesh );
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void R_StudioBuildMeshGroup( const char *pModelName, bool bNeedsTangentSpace, studiomeshgroup_t* pMeshGroup,
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OptimizedModel::StripGroupHeader_t *pStripGroup, mstudiomesh_t* pMesh,
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studiohdr_t *pStudioHdr, VertexFormat_t vertexFormat );
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void R_StudioBuildMeshStrips( studiomeshgroup_t* pMeshGroup,
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OptimizedModel::StripGroupHeader_t *pStripGroup );
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template <VertexCompressionType_t T> bool R_AddVertexToMesh( const char *pModelName, bool bNeedsTangentSpace, CMeshBuilder& meshBuilder,
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OptimizedModel::Vertex_t* pVertex, mstudiomesh_t* pMesh, const mstudio_meshvertexdata_t *vertData, bool hwSkin );
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// This will generate random flex data that has a specified # of non-zero values
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void GenerateRandomFlexWeights( int nWeightCount, float* pWeights, float *pDelayedWeights );
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// Computes LOD
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int ComputeRenderLOD( IMatRenderContext *pRenderContext, const DrawModelInfo_t& info, const Vector &origin, float *pMetric );
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// This invokes proxies of all materials that are queued to be rendered
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void InvokeBindProxies( const DrawModelInfo_t &info );
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// Did this matrix come from our allocator?
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bool IsInternallyAllocated( const matrix3x4_t *pBoneToWorld );
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// Did this flex weights come from our allocator?
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bool IsInternallyAllocated( const float *pFlexWeights );
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private:
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StudioRenderContext_t m_RC;
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// Used by the lighting computation methods,
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// this is only here to prevent constructors in lightpos_t from being repeatedly run
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lightpos_t m_pLightPos[MAXLIGHTCOMPUTE];
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};
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//-----------------------------------------------------------------------------
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// Inline methods
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//-----------------------------------------------------------------------------
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inline int CStudioRenderContext::ComputeModelLod( studiohwdata_t *pHardwareData, float flUnitSphereSize, float *pMetric )
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{
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return ComputeModelLODAndMetric( pHardwareData, flUnitSphereSize, pMetric );
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}
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#endif // STUDIORENDERCONTEXT_H
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