Serious-Engine/Sources/Engine/Models/RenderModel.cpp
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
Conflicts:
	Sources/Ecc/Parser.cpp
	Sources/Ecc/Scanner.cpp
	Sources/Engine/Base/Scanner.cpp
	Sources/Engine/GameAgent/GameAgent.cpp
	Sources/Engine/Graphics/Gfx_wrapper.h
	Sources/Engine/Network/Network.cpp
	Sources/Engine/Sound/SoundDecoder.h
	Sources/Engine/Templates/HashTableTemplate.cpp
	Sources/Engine/Terrain/Terrain.h
	Sources/EntitiesMP/ParticleCloudsHolder.es
	Sources/EntitiesMP/ParticleCloudsMarker.es
	Sources/SeriousSam/CDCheck.h
	Sources/SeriousSam/Menu.cpp
	Sources/SeriousSam/MenuGadgets.cpp
	Sources/SeriousSam/SeriousSam.cpp
	Sources/SeriousSam/SplashScreen.cpp
	Sources/SeriousSam/StdH.cpp
	Sources/SeriousSam/StdH.h
	Sources/Shaders/StdH.cpp
2016-04-02 23:56:12 -04:00

694 lines
27 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
#include "Engine/StdH.h"
#include <Engine/Base/Statistics_Internal.h>
#include <Engine/Math/Float.h>
#include <Engine/Models/ModelObject.h>
#include <Engine/Models/ModelData.h>
#include <Engine/Models/ModelProfile.h>
#include <Engine/Models/RenderModel.h>
#include <Engine/Models/Model_internal.h>
#include <Engine/Graphics/DrawPort.h>
#include <Engine/Base/Lists.inl>
#include <Engine/Math/OBBox.h>
#include <Engine/Base/ListIterator.inl>
#include <Engine/Templates/StaticStackArray.cpp>
CStaticStackArray<CRenderModel> _armRenderModels;
// texture used for simple model shadows
CTextureObject _toSimpleModelShadow;
static INDEX _iRenderingType = 0; // 0=none, 1=view, 2=mask
extern FLOAT mdl_fLODMul;
extern FLOAT mdl_fLODAdd;
extern INDEX mdl_iShadowQuality;
CAnyProjection3D _aprProjection;
CDrawPort *_pdp = NULL;
UBYTE *_pubMask = NULL;
SLONG _slMaskWidth = 0;
SLONG _slMaskHeight = 0;
static enum FPUPrecisionType _fpuOldPrecision;
// begin/end model rendering to screen
void BeginModelRenderingView( CAnyProjection3D &prProjection, CDrawPort *pdp)
{
ASSERT( _iRenderingType==0 && _pdp==NULL);
// set 3D projection
_iRenderingType = 1;
_pdp = pdp;
prProjection->ObjectPlacementL() = CPlacement3D(FLOAT3D(0,0,0), ANGLE3D(0,0,0));
prProjection->Prepare();
// in case of mirror projection, move mirror clip plane a bit father from the mirrored models,
// so we have less clipping (for instance, player feet)
if( prProjection->pr_bMirror) prProjection->pr_plMirrorView.pl_distance -= 0.06f; // -0.06 is because entire projection is offseted by +0.05
_aprProjection = prProjection;
_pdp->SetProjection( _aprProjection);
// make FPU precision low
_fpuOldPrecision = GetFPUPrecision();
SetFPUPrecision(FPT_24BIT);
// prepare common arrays for simple shadows rendering
_avtxCommon.PopAll();
_atexCommon.PopAll();
_acolCommon.PopAll();
// eventually setup truform
extern INDEX gap_bForceTruform;
extern INDEX ogl_bTruformLinearNormals;
if( ogl_bTruformLinearNormals) ogl_bTruformLinearNormals = 1;
if( gap_bForceTruform) {
gap_bForceTruform = 1;
gfxSetTruform( _pGfx->gl_iTessellationLevel, ogl_bTruformLinearNormals);
}
}
void EndModelRenderingView( BOOL bRestoreOrtho/*=TRUE*/)
{
ASSERT( _iRenderingType==1 && _pdp!=NULL);
// assure that FPU precision was low all the model rendering time, then revert to old FPU precision
ASSERT( GetFPUPrecision()==FPT_24BIT);
SetFPUPrecision(_fpuOldPrecision);
// restore front face direction
gfxFrontFace(GFX_CCW);
// render all batched shadows
extern void RenderBatchedSimpleShadows_View(void);
RenderBatchedSimpleShadows_View();
// back to 2D projection?
if( bRestoreOrtho) _pdp->SetOrtho();
_iRenderingType = 0;
_pdp = NULL;
// eventually disable re-enable clipping
gfxEnableClipping();
if( _aprProjection->pr_bMirror || _aprProjection->pr_bWarp) gfxEnableClipPlane();
}
// begin/end model rendering to shadow mask
void BeginModelRenderingMask( CAnyProjection3D &prProjection, UBYTE *pubMask, SLONG slMaskWidth, SLONG slMaskHeight)
{
ASSERT( _iRenderingType==0);
_iRenderingType = 2;
_aprProjection = prProjection;
_pubMask = pubMask;
_slMaskWidth = slMaskWidth;
_slMaskHeight = slMaskHeight;
}
void EndModelRenderingMask(void)
{
ASSERT( _iRenderingType==2);
_iRenderingType = 0;
}
// calculate models bounding box (needed for simple shadows and trivial rejection of in-fog/haze-case)
static void CalculateBoundingBox( CModelObject *pmo, CRenderModel &rm)
{
if( rm.rm_ulFlags & RMF_BBOXSET) return;
// get model's data and lerp info
rm.rm_pmdModelData = (CModelData*)pmo->GetData();
pmo->GetFrame( rm.rm_iFrame0, rm.rm_iFrame1, rm.rm_fRatio);
// calculate projection model bounding box in object space
const FLOAT3D &vMin0 = rm.rm_pmdModelData->md_FrameInfos[rm.rm_iFrame0].mfi_Box.Min();
const FLOAT3D &vMax0 = rm.rm_pmdModelData->md_FrameInfos[rm.rm_iFrame0].mfi_Box.Max();
const FLOAT3D &vMin1 = rm.rm_pmdModelData->md_FrameInfos[rm.rm_iFrame1].mfi_Box.Min();
const FLOAT3D &vMax1 = rm.rm_pmdModelData->md_FrameInfos[rm.rm_iFrame1].mfi_Box.Max();
rm.rm_vObjectMinBB = Lerp( vMin0, vMin1, rm.rm_fRatio);
rm.rm_vObjectMaxBB = Lerp( vMax0, vMax1, rm.rm_fRatio);
rm.rm_vObjectMinBB(1) *= pmo->mo_Stretch(1); rm.rm_vObjectMaxBB(1) *= pmo->mo_Stretch(1);
rm.rm_vObjectMinBB(2) *= pmo->mo_Stretch(2); rm.rm_vObjectMaxBB(2) *= pmo->mo_Stretch(2);
rm.rm_vObjectMinBB(3) *= pmo->mo_Stretch(3); rm.rm_vObjectMaxBB(3) *= pmo->mo_Stretch(3);
rm.rm_ulFlags |= RMF_BBOXSET;
}
CRenderModel::CRenderModel(void)
{
rm_ulFlags = 0;
rm_colBlend = C_WHITE|0xFF;
(INDEX&)rm_fDistanceFactor = 12345678; // mip factor readjustment needed
rm_iTesselationLevel = 0;
}
CRenderModel::~CRenderModel(void)
{
if( !(rm_ulFlags&RMF_ATTACHMENT)) _armRenderModels.PopAll();
}
// set placement of the object
void CRenderModel::SetObjectPlacement( const CPlacement3D &pl)
{
rm_vObjectPosition = pl.pl_PositionVector;
MakeRotationMatrixFast( rm_mObjectRotation, pl.pl_OrientationAngle);
}
void CRenderModel::SetObjectPlacement( const FLOAT3D &v, const FLOATmatrix3D &m)
{
rm_vObjectPosition = v;
rm_mObjectRotation = m;
}
// set modelview matrix if not already set
void CRenderModel::SetModelView(void)
{
_pfModelProfile.StartTimer( CModelProfile::PTI_VIEW_SETMODELVIEW);
_pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_VIEW_SETMODELVIEW);
// adjust clipping to frustum
if( rm_ulFlags & RMF_INSIDE) gfxDisableClipping();
else gfxEnableClipping();
// adjust clipping to mirror-plane (if any)
extern INDEX gap_iOptimizeClipping;
if( gap_iOptimizeClipping>0 && (_aprProjection->pr_bMirror || _aprProjection->pr_bWarp)) {
if( rm_ulFlags & RMF_INMIRROR) gfxDisableClipPlane();
else gfxEnableClipPlane();
}
// make transform matrix
const FLOATmatrix3D &m = rm_mObjectToView;
const FLOAT3D &v = rm_vObjectToView;
FLOAT glm[16];
glm[0] = m(1,1); glm[4] = m(1,2); glm[ 8] = m(1,3); glm[12] = v(1);
glm[1] = m(2,1); glm[5] = m(2,2); glm[ 9] = m(2,3); glm[13] = v(2);
glm[2] = m(3,1); glm[6] = m(3,2); glm[10] = m(3,3); glm[14] = v(3);
glm[3] = 0; glm[7] = 0; glm[11] = 0; glm[15] = 1;
gfxSetViewMatrix(glm);
// all done
_pfModelProfile.StopTimer( CModelProfile::PTI_VIEW_SETMODELVIEW);
}
// transform a vertex in model with lerping
void CModelObject::UnpackVertex( CRenderModel &rm, const INDEX iVertex, FLOAT3D &vVertex)
{
if( ((CModelData*)GetData())->md_Flags & MF_COMPRESSED_16BIT) {
// get 16 bit packed vertices
const SWPOINT3D &vsw0 = rm.rm_pFrame16_0[iVertex].mfv_SWPoint;
const SWPOINT3D &vsw1 = rm.rm_pFrame16_1[iVertex].mfv_SWPoint;
// convert them to float and lerp between them
vVertex(1) = (Lerp( (FLOAT)vsw0(1), (FLOAT)vsw1(1), rm.rm_fRatio) -rm.rm_vOffset(1)) * rm.rm_vStretch(1);
vVertex(2) = (Lerp( (FLOAT)vsw0(2), (FLOAT)vsw1(2), rm.rm_fRatio) -rm.rm_vOffset(2)) * rm.rm_vStretch(2);
vVertex(3) = (Lerp( (FLOAT)vsw0(3), (FLOAT)vsw1(3), rm.rm_fRatio) -rm.rm_vOffset(3)) * rm.rm_vStretch(3);
} else {
// get 8 bit packed vertices
const SBPOINT3D &vsb0 = rm.rm_pFrame8_0[iVertex].mfv_SBPoint;
const SBPOINT3D &vsb1 = rm.rm_pFrame8_1[iVertex].mfv_SBPoint;
// convert them to float and lerp between them
vVertex(1) = (Lerp( (FLOAT)vsb0(1), (FLOAT)vsb1(1), rm.rm_fRatio) -rm.rm_vOffset(1)) * rm.rm_vStretch(1);
vVertex(2) = (Lerp( (FLOAT)vsb0(2), (FLOAT)vsb1(2), rm.rm_fRatio) -rm.rm_vOffset(2)) * rm.rm_vStretch(2);
vVertex(3) = (Lerp( (FLOAT)vsb0(3), (FLOAT)vsb1(3), rm.rm_fRatio) -rm.rm_vOffset(3)) * rm.rm_vStretch(3);
}
}
// Create render model structure for rendering an attached model
BOOL CModelObject::CreateAttachment( CRenderModel &rmMain, CAttachmentModelObject &amo)
{
_pfModelProfile.StartTimer( CModelProfile::PTI_CREATEATTACHMENT);
_pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_CREATEATTACHMENT);
CRenderModel &rmAttached = *amo.amo_prm;
rmAttached.rm_ulFlags = rmMain.rm_ulFlags&(RMF_FOG|RMF_HAZE|RMF_WEAPON) | RMF_ATTACHMENT;
// get the position
rmMain.rm_pmdModelData->md_aampAttachedPosition.Lock();
const CAttachedModelPosition &amp = rmMain.rm_pmdModelData->md_aampAttachedPosition[amo.amo_iAttachedPosition];
rmMain.rm_pmdModelData->md_aampAttachedPosition.Unlock();
// copy common values
rmAttached.rm_vLightDirection = rmMain.rm_vLightDirection;
rmAttached.rm_fDistanceFactor = rmMain.rm_fDistanceFactor;
rmAttached.rm_colLight = rmMain.rm_colLight;
rmAttached.rm_colAmbient = rmMain.rm_colAmbient;
rmAttached.rm_colBlend = rmMain.rm_colBlend;
// unpack the reference vertices
FLOAT3D vCenter, vFront, vUp;
const INDEX iCenter = amp.amp_iCenterVertex;
const INDEX iFront = amp.amp_iFrontVertex;
const INDEX iUp = amp.amp_iUpVertex;
UnpackVertex( rmMain, iCenter, vCenter);
UnpackVertex( rmMain, iFront, vFront);
UnpackVertex( rmMain, iUp, vUp);
// create front and up direction vectors
FLOAT3D vY = vUp - vCenter;
FLOAT3D vZ = vCenter - vFront;
// project center and directions from object to absolute space
const FLOATmatrix3D &mO2A = rmMain.rm_mObjectRotation;
const FLOAT3D &vO2A = rmMain.rm_vObjectPosition;
vCenter = vCenter*mO2A +vO2A;
vY = vY *mO2A;
vZ = vZ *mO2A;
// make a rotation matrix from the direction vectors
FLOAT3D vX = vY*vZ;
vY = vZ*vX;
vX.Normalize();
vY.Normalize();
vZ.Normalize();
FLOATmatrix3D mOrientation;
mOrientation(1,1) = vX(1); mOrientation(1,2) = vY(1); mOrientation(1,3) = vZ(1);
mOrientation(2,1) = vX(2); mOrientation(2,2) = vY(2); mOrientation(2,3) = vZ(2);
mOrientation(3,1) = vX(3); mOrientation(3,2) = vY(3); mOrientation(3,3) = vZ(3);
// adjust for relative placement of the attachment
FLOAT3D vOffset;
FLOATmatrix3D mRelative;
MakeRotationMatrixFast( mRelative, amo.amo_plRelative.pl_OrientationAngle);
vOffset(1) = amo.amo_plRelative.pl_PositionVector(1) * mo_Stretch(1);
vOffset(2) = amo.amo_plRelative.pl_PositionVector(2) * mo_Stretch(2);
vOffset(3) = amo.amo_plRelative.pl_PositionVector(3) * mo_Stretch(3);
FLOAT3D vO = vCenter + vOffset * mOrientation;
mOrientation *= mRelative; // convert absolute to relative orientation
rmAttached.SetObjectPlacement( vO, mOrientation);
// done here if clipping optimizations are not allowed
extern INDEX gap_iOptimizeClipping;
if( gap_iOptimizeClipping<1) {
gap_iOptimizeClipping = 0;
_pfModelProfile.StopTimer( CModelProfile::PTI_CREATEATTACHMENT);
return TRUE;
}
// test attachment to frustum and/or mirror
FLOAT3D vHandle;
_aprProjection->PreClip( vO, vHandle);
CalculateBoundingBox( &amo.amo_moModelObject, rmAttached);
// compose view-space bounding box and sphere of an attacment
const FLOAT fR = Max( rmAttached.rm_vObjectMinBB.Length(), rmAttached.rm_vObjectMaxBB.Length());
const FLOATobbox3D boxEntity( FLOATaabbox3D(rmAttached.rm_vObjectMinBB, rmAttached.rm_vObjectMaxBB),
vHandle, _aprProjection->pr_ViewerRotationMatrix*mOrientation);
// frustum test?
if( gap_iOptimizeClipping>1) {
// test sphere against frustrum
INDEX iFrustumTest = _aprProjection->TestSphereToFrustum(vHandle,fR);
if( iFrustumTest==0) {
// test box if sphere cut one of frustum planes
iFrustumTest = _aprProjection->TestBoxToFrustum(boxEntity);
}
// mark if attachment is fully inside frustum
if( iFrustumTest>0) rmAttached.rm_ulFlags |= RMF_INSIDE;
else if( iFrustumTest<0) { // if completely outside of frustum
// signal skip rendering only if doesn't have any attachments
_pfModelProfile.StopTimer( CModelProfile::PTI_CREATEATTACHMENT);
return !amo.amo_moModelObject.mo_lhAttachments.IsEmpty();
}
}
// test sphere against mirror/warp plane (if any)
if( _aprProjection->pr_bMirror || _aprProjection->pr_bWarp) {
INDEX iMirrorPlaneTest;
const FLOAT fPlaneDistance = _aprProjection->pr_plMirrorView.PointDistance(vHandle);
if( fPlaneDistance < -fR) iMirrorPlaneTest = -1;
else if( fPlaneDistance > +fR) iMirrorPlaneTest = +1;
else { // test box if sphere cut mirror plane
iMirrorPlaneTest = (INDEX) (boxEntity.TestAgainstPlane(_aprProjection->pr_plMirrorView));
}
// mark if attachment is fully inside mirror
if( iMirrorPlaneTest>0) rmAttached.rm_ulFlags |= RMF_INMIRROR;
else if( iMirrorPlaneTest<0) { // if completely outside mirror
// signal skip rendering only if doesn't have any attachments
_pfModelProfile.StopTimer( CModelProfile::PTI_CREATEATTACHMENT);
return !amo.amo_moModelObject.mo_lhAttachments.IsEmpty();
}
}
// all done
_pfModelProfile.StopTimer( CModelProfile::PTI_CREATEATTACHMENT);
return TRUE;
}
//--------------------------------------------------------------------------------------------
/*
* Render model using preferences given trough _mrpModelRenderPrefs global variable
*/
//--------------------------------------------------------------------------------------------
// transform model to view space
static void PrepareView( CRenderModel &rm)
{
// prepare projections
const FLOATmatrix3D &mViewer = _aprProjection->pr_ViewerRotationMatrix;
const FLOAT3D &vViewer = _aprProjection->pr_vViewerPosition;
FLOATmatrix3D &m = rm.rm_mObjectToView;
// if half face forward
if( rm.rm_pmdModelData->md_Flags&MF_HALF_FACE_FORWARD) {
// get the y-axis vector of object rotation
FLOAT3D vY(rm.rm_mObjectRotation(1,2), rm.rm_mObjectRotation(2,2), rm.rm_mObjectRotation(3,2));
// find z axis of viewer
FLOAT3D vViewerZ( mViewer(3,1), mViewer(3,2), mViewer(3,3));
// calculate x and z axis vectors to make object head towards viewer
FLOAT3D vX = (-vViewerZ)*vY;
vX.Normalize();
FLOAT3D vZ = vY*vX;
// compose the rotation matrix back from those angles
m(1,1) = vX(1); m(1,2) = vY(1); m(1,3) = vZ(1);
m(2,1) = vX(2); m(2,2) = vY(2); m(2,3) = vZ(2);
m(3,1) = vX(3); m(3,2) = vY(3); m(3,3) = vZ(3);
// add viewer rotation to that
m = mViewer * m;
} // if full face forward
else if( rm.rm_pmdModelData->md_Flags&MF_FACE_FORWARD) {
// use just object banking for rotation
FLOAT fSinP = -rm.rm_mObjectRotation(2,3);
FLOAT fCosP = Sqrt(1-fSinP*fSinP);
FLOAT fSinB, fCosB;
if( fCosP>0.001f) {
const FLOAT f1oCosP = 1.0f/fCosP;
fSinB = rm.rm_mObjectRotation(2,1)*f1oCosP;
fCosB = rm.rm_mObjectRotation(2,2)*f1oCosP;
} else {
fSinB = 0.0f;
fCosB = 1.0f;
}
m(1,1) = +fCosB; m(1,2) = -fSinB; m(1,3) = 0;
m(2,1) = +fSinB; m(2,2) = +fCosB; m(2,3) = 0;
m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
} // if normal model
else {
// use viewer and object orientation
m = mViewer * rm.rm_mObjectRotation;
}
// find translation vector
rm.rm_vObjectToView = rm.rm_vObjectPosition - vViewer;
rm.rm_vObjectToView *= mViewer;
}
// render bounding box
static void RenderWireframeBox( FLOAT3D vMinVtx, FLOAT3D vMaxVtx, COLOR col)
{
// only for OpenGL (for now)
if( _pGfx->gl_eCurrentAPI!=GAT_OGL) return;
// prepare wireframe OpenGL settings
gfxDisableDepthTest();
gfxDisableDepthWrite();
gfxDisableBlend();
gfxDisableAlphaTest();
gfxDisableTexture();
// fill vertex array so it represents bounding box
FLOAT3D vBoxVtxs[8];
vBoxVtxs[0] = FLOAT3D( vMinVtx(1), vMinVtx(2), vMinVtx(3));
vBoxVtxs[1] = FLOAT3D( vMaxVtx(1), vMinVtx(2), vMinVtx(3));
vBoxVtxs[2] = FLOAT3D( vMaxVtx(1), vMinVtx(2), vMaxVtx(3));
vBoxVtxs[3] = FLOAT3D( vMinVtx(1), vMinVtx(2), vMaxVtx(3));
vBoxVtxs[4] = FLOAT3D( vMinVtx(1), vMaxVtx(2), vMinVtx(3));
vBoxVtxs[5] = FLOAT3D( vMaxVtx(1), vMaxVtx(2), vMinVtx(3));
vBoxVtxs[6] = FLOAT3D( vMaxVtx(1), vMaxVtx(2), vMaxVtx(3));
vBoxVtxs[7] = FLOAT3D( vMinVtx(1), vMaxVtx(2), vMaxVtx(3));
// connect vertices into lines of bounding box
INDEX iBoxLines[12][2];
iBoxLines[ 0][0] = 0; iBoxLines[ 0][1] = 1; iBoxLines[ 1][0] = 1; iBoxLines[ 1][1] = 2;
iBoxLines[ 2][0] = 2; iBoxLines[ 2][1] = 3; iBoxLines[ 3][0] = 3; iBoxLines[ 3][1] = 0;
iBoxLines[ 4][0] = 0; iBoxLines[ 4][1] = 4; iBoxLines[ 5][0] = 1; iBoxLines[ 5][1] = 5;
iBoxLines[ 6][0] = 2; iBoxLines[ 6][1] = 6; iBoxLines[ 7][0] = 3; iBoxLines[ 7][1] = 7;
iBoxLines[ 8][0] = 4; iBoxLines[ 8][1] = 5; iBoxLines[ 9][0] = 5; iBoxLines[ 9][1] = 6;
iBoxLines[10][0] = 6; iBoxLines[10][1] = 7; iBoxLines[11][0] = 7; iBoxLines[11][1] = 4;
// for all vertices in bounding box
glCOLOR(col);
pglBegin( GL_LINES);
for( INDEX i=0; i<12; i++) {
// get starting and ending vertices of one line
FLOAT3D &v0 = vBoxVtxs[iBoxLines[i][0]];
FLOAT3D &v1 = vBoxVtxs[iBoxLines[i][1]];
pglVertex3f( v0(1), v0(2), v0(3));
pglVertex3f( v1(1), v1(2), v1(3));
}
pglEnd();
OGL_CHECKERROR;
}
// setup CRenderModel class for rendering one model and eventually it's shadow(s)
void CModelObject::SetupModelRendering( CRenderModel &rm)
{
_sfStats.IncrementCounter( CStatForm::SCI_MODELS);
_pfModelProfile.StartTimer( CModelProfile::PTI_INITMODELRENDERING);
_pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_INITMODELRENDERING);
// get model's data and lerp info
rm.rm_pmdModelData = (CModelData*)GetData();
GetFrame( rm.rm_iFrame0, rm.rm_iFrame1, rm.rm_fRatio);
const INDEX ctVertices = rm.rm_pmdModelData->md_VerticesCt;
if( rm.rm_pmdModelData->md_Flags & MF_COMPRESSED_16BIT) {
// set pFrame to point to last and next frames' vertices
rm.rm_pFrame16_0 = &rm.rm_pmdModelData->md_FrameVertices16[rm.rm_iFrame0 *ctVertices];
rm.rm_pFrame16_1 = &rm.rm_pmdModelData->md_FrameVertices16[rm.rm_iFrame1 *ctVertices];
} else {
// set pFrame to point to last and next frames' vertices
rm.rm_pFrame8_0 = &rm.rm_pmdModelData->md_FrameVertices8[rm.rm_iFrame0 *ctVertices];
rm.rm_pFrame8_1 = &rm.rm_pmdModelData->md_FrameVertices8[rm.rm_iFrame1 *ctVertices];
}
// obtain current rendering preferences
rm.rm_rtRenderType = _mrpModelRenderPrefs.GetRenderType();
// remember blending color
rm.rm_colBlend = MulColors( rm.rm_colBlend, mo_colBlendColor);
// get decompression/stretch factors
FLOAT3D &vDataStretch = rm.rm_pmdModelData->md_Stretch;
rm.rm_vStretch(1) = vDataStretch(1) * mo_Stretch(1);
rm.rm_vStretch(2) = vDataStretch(2) * mo_Stretch(2);
rm.rm_vStretch(3) = vDataStretch(3) * mo_Stretch(3);
rm.rm_vOffset = rm.rm_pmdModelData->md_vCompressedCenter;
// check if object is inverted (in mirror)
BOOL bXInverted = rm.rm_vStretch(1) < 0;
BOOL bYInverted = rm.rm_vStretch(2) < 0;
BOOL bZInverted = rm.rm_vStretch(3) < 0;
rm.rm_ulFlags &= ~RMF_INVERTED;
if( bXInverted != bYInverted != bZInverted != _aprProjection->pr_bInverted) rm.rm_ulFlags |= RMF_INVERTED;
// prepare projections
_pfModelProfile.StartTimer( CModelProfile::PTI_INITPROJECTION);
_pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_INITPROJECTION);
PrepareView(rm);
_pfModelProfile.StopTimer( CModelProfile::PTI_INITPROJECTION);
// get mip factor from projection (if needed)
if( (INDEX&)rm.rm_fDistanceFactor==12345678) {
FLOAT3D vObjectAbs;
_aprProjection->PreClip( rm.rm_vObjectPosition, vObjectAbs);
rm.rm_fDistanceFactor = _aprProjection->MipFactor( Min(vObjectAbs(3), 0.0f));
}
// adjust mip factor in case of dynamic stretch factor
if( mo_Stretch != FLOAT3D(1,1,1)) {
rm.rm_fMipFactor = rm.rm_fDistanceFactor - Log2( Max(mo_Stretch(1),Max(mo_Stretch(2),mo_Stretch(3))));
} else {
rm.rm_fMipFactor = rm.rm_fDistanceFactor;
}
// adjust mip factor by custom settings
rm.rm_fMipFactor = rm.rm_fMipFactor*mdl_fLODMul +mdl_fLODAdd;
// get current mip model using mip factor
rm.rm_iMipLevel = GetMipModel( rm.rm_fMipFactor);
mo_iLastRenderMipLevel = rm.rm_iMipLevel;
// get current vertices mask
rm.rm_pmmiMip = &rm.rm_pmdModelData->md_MipInfos[rm.rm_iMipLevel];
// don't allow any shading, if shading is turned off
if( rm.rm_rtRenderType & RT_SHADING_NONE) {
rm.rm_colAmbient = C_WHITE|CT_OPAQUE;
rm.rm_colLight = C_BLACK;
}
// calculate light vector as seen from model, so that vertex normals
// do not need to be transformed for lighting calculations
FLOAT fLightDirection=(rm.rm_vLightDirection).Length();
if( fLightDirection>0.001f) {
rm.rm_vLightDirection /= fLightDirection;
} else {
rm.rm_vLightDirection = FLOAT3D(0,0,0);
}
rm.rm_vLightObj = rm.rm_vLightDirection * !rm.rm_mObjectRotation;
// precalculate rendering data if needed
extern void PrepareModelForRendering( CModelData &md);
PrepareModelForRendering( *rm.rm_pmdModelData);
// done with setup if viewing from this model
if( rm.rm_ulFlags&RMF_SPECTATOR) {
_pfModelProfile.StopTimer( CModelProfile::PTI_INITMODELRENDERING);
return;
}
_pfModelProfile.StartTimer( CModelProfile::PTI_INITATTACHMENTS);
// for each attachment on this model object
FOREACHINLIST( CAttachmentModelObject, amo_lnInMain, mo_lhAttachments, itamo) {
_pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_INITATTACHMENTS);
CAttachmentModelObject *pamo = itamo;
// create new render model structure
pamo->amo_prm = &_armRenderModels.Push();
const BOOL bVisible = CreateAttachment( rm, *pamo);
if( !bVisible) { // skip if not visible
pamo->amo_prm = NULL;
_armRenderModels.Pop();
continue;
} // prepare if visible
_pfModelProfile.StopTimer( CModelProfile::PTI_INITMODELRENDERING);
_pfModelProfile.StopTimer( CModelProfile::PTI_INITATTACHMENTS);
pamo->amo_moModelObject.SetupModelRendering( *pamo->amo_prm);
_pfModelProfile.StartTimer( CModelProfile::PTI_INITATTACHMENTS);
_pfModelProfile.StartTimer( CModelProfile::PTI_INITMODELRENDERING);
}
// all done
_pfModelProfile.StopTimer( CModelProfile::PTI_INITATTACHMENTS);
_pfModelProfile.StopTimer( CModelProfile::PTI_INITMODELRENDERING);
}
// render model
void CModelObject::RenderModel( CRenderModel &rm)
{
// skip invisible models
if( mo_Stretch == FLOAT3D(0,0,0)) return;
_pfModelProfile.StartTimer( CModelProfile::PTI_RENDERMODEL);
_pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_RENDERMODEL);
// cluster shadows rendering?
if( _iRenderingType==2) {
RenderModel_Mask(rm);
_pfModelProfile.StopTimer( CModelProfile::PTI_RENDERMODEL);
return;
}
ASSERT( _iRenderingType==1);
// if we should draw polygons and model
if( !(rm.rm_ulFlags&RMF_SPECTATOR) && (!(rm.rm_rtRenderType&RT_NO_POLYGON_FILL)
|| (rm.rm_rtRenderType&RT_WIRE_ON) || (rm.rm_rtRenderType&RT_HIDDEN_LINES)) ) {
// eventually calculate projection model bounding box in object space (needed for fog/haze trivial rejection)
if( rm.rm_ulFlags&(RMF_FOG|RMF_HAZE)) CalculateBoundingBox( this, rm);
// render complete model
rm.SetModelView();
RenderModel_View(rm);
}
// if we should draw current frame bounding box
if( _mrpModelRenderPrefs.BBoxFrameVisible()) {
// get min and max coordinates of bounding box
FLOAT3D vMin = rm.rm_pmdModelData->md_FrameInfos[rm.rm_iFrame0].mfi_Box.Min();
FLOAT3D vMax = rm.rm_pmdModelData->md_FrameInfos[rm.rm_iFrame0].mfi_Box.Max();
rm.SetModelView();
RenderWireframeBox( vMin, vMax, C_dMAGENTA|CT_OPAQUE);
}
// if we should draw all frames bounding box
if( _mrpModelRenderPrefs.BBoxAllVisible()) {
// calculate all frames bounding box
FLOATaabbox3D aabbMax;
for( INDEX i=0; i<rm.rm_pmdModelData->md_FramesCt; i++) {
aabbMax |= rm.rm_pmdModelData->md_FrameInfos[i].mfi_Box;
} // pass min and max coordinates of all frames bounding box
rm.SetModelView();
RenderWireframeBox( aabbMax.Min(), aabbMax.Max(), C_dGRAY|CT_OPAQUE);
}
// render each attachment on this model object
FOREACHINLIST( CAttachmentModelObject, amo_lnInMain, mo_lhAttachments, itamo)
{
// calculate bounding box of an attachment
CAttachmentModelObject *pamo = itamo;
if( pamo->amo_prm==NULL) continue; // skip view-rejected attachments
_pfModelProfile.StopTimer( CModelProfile::PTI_RENDERMODEL);
pamo->amo_moModelObject.RenderModel( *pamo->amo_prm);
_pfModelProfile.StartTimer( CModelProfile::PTI_RENDERMODEL);
}
// done
_pfModelProfile.StopTimer( CModelProfile::PTI_RENDERMODEL);
}
//--------------------------------------------------------------------------------------------
/*
* Render shadow of model
*/
//--------------------------------------------------------------------------------------------
void CModelObject::RenderShadow( CRenderModel &rm, const CPlacement3D &plLight,
const FLOAT fFallOff, const FLOAT fHotSpot, const FLOAT fIntensity,
const FLOATplane3D &plShadowPlane)
{
// if shadows are not rendered for current mip or model is half/full face-forward, do nothing
if( !HasShadow(rm.rm_iMipLevel)
|| (rm.rm_pmdModelData->md_Flags&(MF_FACE_FORWARD|MF_HALF_FACE_FORWARD))) return;
ASSERT( _iRenderingType==1);
ASSERT( fIntensity>=0 && fIntensity<=1);
_pfModelProfile.StartTimer( CModelProfile::PTI_RENDERSHADOW);
_pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_RENDERSHADOW);
_sfStats.IncrementCounter( CStatForm::SCI_MODELSHADOWS);
// call driver function for drawing shadows
rm.SetModelView();
RenderShadow_View( rm, plLight, fFallOff, fHotSpot, fIntensity, plShadowPlane);
// render shadow or each attachment on this model object
FOREACHINLIST( CAttachmentModelObject, amo_lnInMain, mo_lhAttachments, itamo) {
CAttachmentModelObject *pamo = itamo;
if( pamo->amo_prm==NULL) continue; // skip view-rejected attachments
_pfModelProfile.StopTimer( CModelProfile::PTI_RENDERSHADOW);
pamo->amo_moModelObject.RenderShadow( *pamo->amo_prm, plLight, fFallOff, fHotSpot, fIntensity, plShadowPlane);
_pfModelProfile.StartTimer( CModelProfile::PTI_RENDERSHADOW);
}
_pfModelProfile.StopTimer( CModelProfile::PTI_RENDERSHADOW);
}
// simple shadow rendering
void CModelObject::AddSimpleShadow( CRenderModel &rm, const FLOAT fIntensity, const FLOATplane3D &plShadowPlane)
{
// if shadows are not rendered for current mip, model is half/full face-forward,
// intensitiy is too low or projection is not perspective - do nothing!
if( !HasShadow(rm.rm_iMipLevel) || fIntensity<0.01f || !_aprProjection.IsPerspective()
|| (rm.rm_pmdModelData->md_Flags&(MF_FACE_FORWARD|MF_HALF_FACE_FORWARD))) return;
ASSERT( _iRenderingType==1);
ASSERT( fIntensity>0 && fIntensity<=1);
// do some rendering
_pfModelProfile.StartTimer( CModelProfile::PTI_RENDERSIMPLESHADOW);
_pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_RENDERSIMPLESHADOW);
_sfStats.IncrementCounter( CStatForm::SCI_MODELSHADOWS);
// calculate projection model bounding box in object space (if needed)
CalculateBoundingBox( this, rm);
// add one simple shadow to batch list
AddSimpleShadow_View( rm, fIntensity, plShadowPlane);
// all done
_pfModelProfile.StopTimer( CModelProfile::PTI_RENDERSIMPLESHADOW);
}