/* ** Command & Conquer Generals(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** 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, see . */ /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : ww3d * * * * $Archive:: /VSS_Sync/ww3d2/dx8renderer.cpp $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Vss_sync $* * * * $Modtime:: 8/29/01 7:29p $* * * * $Revision:: 103 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ //#define ENABLE_CATEGORY_LOG //#define ENABLE_STRIPING #include "dx8renderer.h" #include "dx8wrapper.h" #include "dx8polygonrenderer.h" #include "dx8vertexbuffer.h" #include "dx8indexbuffer.h" #include "dx8fvf.h" #include "dx8caps.h" #include "wwdebug.h" #include "wwprofile.h" #include "wwmemlog.h" #include "rinfo.h" #include "statistics.h" #include "meshmdl.h" #include "vp.h" #include "decalmsh.h" #include "matpass.h" #include "camera.h" #include "stripoptimizer.h" #include "meshgeometry.h" /* ** Global Instance of the DX8MeshRender */ DX8MeshRendererClass TheDX8MeshRenderer; bool DX8TextureCategoryClass::m_gForceMultiply = false; // Forces opaque materials to use the multiply blend - pseudo transparent effect. jba. // ---------------------------------------------------------------------------- static DynamicVectorClass _TempVertexBuffer; static DynamicVectorClass _TempNormalBuffer; static MultiListClass _RegisteredMeshList; static TextureCategoryList texture_category_delete_list; static FVFCategoryList fvf_category_container_delete_list; //void Whatever(const Vector3* locations,unsigned vertex_count,const Vector3i* polygon_indices,unsigned polygon_count); void Whatever( Vector3i* added_polygon_indices, unsigned& added_polygon_count, const Vector3* locations, unsigned vertex_count, const Vector3i* polygon_indices, unsigned polygon_count); // helper data structure class PolyRemover : public MultiListObjectClass { public: DX8TextureCategoryClass * src; DX8TextureCategoryClass * dest; DX8PolygonRendererClass * pr; }; typedef MultiListClass PolyRemoverList; typedef MultiListIterator PolyRemoverListIterator; #define VERTEX_BUFFER_OVERFLOW 0xffff //'Generals' flag to signal when a mesh didn't fit in streaming vertex buffer. /** ** PolyRenderTaskClass ** This is a record of a polyrendere that needs to be rendered ** for this frame. Since MeshClass instances can share meshmodels ** (and therefore their dx8 polygon renderers) this record contains ** a pointer to the polygon renderer and the MeshClass instance that ** it is being rendered for. */ class PolyRenderTaskClass : public AutoPoolClass { public: PolyRenderTaskClass(DX8PolygonRendererClass * p_renderer,MeshClass * p_mesh) : Renderer(p_renderer), Mesh(p_mesh), NextVisible(NULL) { WWASSERT(Renderer != NULL); WWASSERT(Mesh != NULL); Mesh->Add_Ref(); } ~PolyRenderTaskClass(void) { Mesh->Release_Ref(); } DX8PolygonRendererClass * Peek_Polygon_Renderer(void) { return Renderer; } MeshClass * Peek_Mesh(void) { return Mesh; } PolyRenderTaskClass * Get_Next_Visible(void) { return NextVisible; } void Set_Next_Visible(PolyRenderTaskClass * prtc) { NextVisible = prtc; } protected: DX8PolygonRendererClass * Renderer; MeshClass * Mesh; PolyRenderTaskClass * NextVisible; }; DEFINE_AUTO_POOL(PolyRenderTaskClass, 256); /** ** MatPassTaskClass ** This is the record of a material pass that needs to be rendered on ** a particular mesh. These are linked into the FVF container which ** contains the mesh model. They are also pooled to remove memory ** allocation overhead. */ class MatPassTaskClass : public AutoPoolClass { public: MatPassTaskClass(MaterialPassClass * pass,MeshClass * mesh) : MaterialPass(pass), Mesh(mesh), NextVisible(NULL) { WWASSERT(MaterialPass != NULL); WWASSERT(Mesh != NULL); MaterialPass->Add_Ref(); Mesh->Add_Ref(); } ~MatPassTaskClass(void) { MaterialPass->Release_Ref(); Mesh->Release_Ref(); } MaterialPassClass * Peek_Material_Pass(void) { return MaterialPass; } MeshClass * Peek_Mesh(void) { return Mesh; } MatPassTaskClass * Get_Next_Visible(void) { return NextVisible; } void Set_Next_Visible(MatPassTaskClass * mpr) { NextVisible = mpr; } private: MaterialPassClass * MaterialPass; MeshClass * Mesh; MatPassTaskClass * NextVisible; }; DEFINE_AUTO_POOL(MatPassTaskClass, 256); // ---------------------------------------------------------------------------- inline static bool Equal_Material(const VertexMaterialClass* mat1,const VertexMaterialClass* mat2) { int crc0 = mat1 ? mat1->Get_CRC() : 0; int crc1 = mat2 ? mat2->Get_CRC() : 0; return (crc0 == crc1); } DX8TextureCategoryClass::DX8TextureCategoryClass( DX8FVFCategoryContainer* container_, TextureClass** texs, ShaderClass shd, VertexMaterialClass* mat, int pass_) : pass(pass_), shader(shd), render_task_head(NULL), material(mat), container(container_) { WWASSERT(pass>=0); WWASSERT(passAdd_Ref(); } DX8TextureCategoryClass::~DX8TextureCategoryClass() { // Unregistering the mesh where polygon renderers are connected to kills all polygon renderers while (DX8PolygonRendererClass* p_renderer=PolygonRendererList.Get_Head()) { TheDX8MeshRenderer.Unregister_Mesh_Type(p_renderer->Get_Mesh_Model_Class()); } for (int a=0;aSet_Next_Visible(render_task_head); render_task_head = new_prt; container->Add_Visible_Texture_Category(this,pass); } void DX8TextureCategoryClass::Add_Polygon_Renderer(DX8PolygonRendererClass* p_renderer,DX8PolygonRendererClass* add_after_this) { WWASSERT(p_renderer!=NULL); WWASSERT(!PolygonRendererList.Contains(p_renderer)); if (add_after_this != NULL) { bool res = PolygonRendererList.Add_After(p_renderer,add_after_this,false); WWASSERT(res != NULL); } else { PolygonRendererList.Add(p_renderer); } p_renderer->Set_Texture_Category(this); } void DX8TextureCategoryClass::Remove_Polygon_Renderer(DX8PolygonRendererClass* p_renderer) { PolygonRendererList.Remove(p_renderer); p_renderer->Set_Texture_Category(NULL); if (PolygonRendererList.Peek_Head() == NULL) { container->Remove_Texture_Category(this); texture_category_delete_list.Add_Tail(this); } } void DX8FVFCategoryContainer::Remove_Texture_Category(DX8TextureCategoryClass* tex_category) { for (unsigned pass=0;passSet_Next_Visible(new_mpr); } visible_matpass_tail = new_mpr; AnythingToRender=true; } void DX8FVFCategoryContainer::Render_Procedural_Material_Passes(void) { // additional passes MatPassTaskClass * mpr = visible_matpass_head; MatPassTaskClass * last_mpr = NULL; bool renderTasksRemaining=false; while (mpr != NULL) { MeshClass * mesh = mpr->Peek_Mesh(); if (mesh->Get_Base_Vertex_Offset() == VERTEX_BUFFER_OVERFLOW) //check if this mesh is valid { //skip this mesh so it gets rendered later after vertices are filled in. last_mpr = mpr; mpr = mpr->Get_Next_Visible(); renderTasksRemaining = true; continue; } mpr->Peek_Mesh()->Render_Material_Pass(mpr->Peek_Material_Pass(),index_buffer); MatPassTaskClass * next_mpr = mpr->Get_Next_Visible(); // remove from list, then delete if (last_mpr == NULL) { visible_matpass_head = next_mpr; } else { last_mpr->Set_Next_Visible(next_mpr); } delete mpr; mpr = next_mpr; } visible_matpass_tail = renderTasksRemaining ? last_mpr : NULL; } void DX8TextureCategoryClass::Log(bool only_visible) { #ifdef ENABLE_CATEGORY_LOG StringClass work(255,true); work.Format(" DX8TextureCategoryClass\n"); WWDEBUG_SAY((work)); StringClass work2(255,true); for (int stage=0;stageGet_Name() : "-"); work+=work2; } work2.Format(" material: %x (%s)\n shader: %x\n", material, material ? material->Get_Name() : "-", shader); work+=work2; WWDEBUG_SAY((work)); work.Format(" %8s %8s %6s %6s %6s %5s %s\n", "idx_cnt", "poly_cnt", "i_offs", "min_vi", "vi_rng", "ident", "name"); WWDEBUG_SAY((work)); DX8PolygonRendererListIterator it(&PolygonRendererList); while (!it.Is_Done()) { DX8PolygonRendererClass* p_renderer = it.Peek_Obj(); PolyRenderTaskClass * prtc=render_task_head; while (prtc) { if (prtc->Peek_Polygon_Renderer()==p_renderer) break; prtc = prtc->Get_Next_Visible(); } if (prtc != NULL) { WWDEBUG_SAY(("+")); p_renderer->Log(); } else { if (!only_visible) { WWDEBUG_SAY(("-")); p_renderer->Log(); } } it.Next(); } #endif } // ---------------------------------------------------------------------------- DX8FVFCategoryContainer::DX8FVFCategoryContainer(unsigned FVF_,bool sorting_) : FVF(FVF_), sorting(sorting_), visible_matpass_head(NULL), visible_matpass_tail(NULL), index_buffer(0), used_indices(0), passes(MAX_PASSES), uv_coordinate_channels(0), AnythingToRender(false) { if ((FVF&D3DFVF_TEX1)==D3DFVF_TEX1) uv_coordinate_channels=1; if ((FVF&D3DFVF_TEX2)==D3DFVF_TEX2) uv_coordinate_channels=2; if ((FVF&D3DFVF_TEX3)==D3DFVF_TEX3) uv_coordinate_channels=3; if ((FVF&D3DFVF_TEX4)==D3DFVF_TEX4) uv_coordinate_channels=4; if ((FVF&D3DFVF_TEX5)==D3DFVF_TEX5) uv_coordinate_channels=5; if ((FVF&D3DFVF_TEX6)==D3DFVF_TEX6) uv_coordinate_channels=6; if ((FVF&D3DFVF_TEX7)==D3DFVF_TEX7) uv_coordinate_channels=7; if ((FVF&D3DFVF_TEX8)==D3DFVF_TEX8) uv_coordinate_channels=8; } // ---------------------------------------------------------------------------- DX8FVFCategoryContainer::~DX8FVFCategoryContainer() { REF_PTR_RELEASE(index_buffer); for (unsigned p=0;pPeek_Texture(stage)==texture) { // Compare all stage's textures dest_tex_category=dest_it.Peek_Obj(); bool all_textures_same = true; for (unsigned int s = 0; s < MeshMatDescClass::MAX_TEX_STAGES; s++) { if (stage!=s) { all_textures_same = all_textures_same && (dest_tex_category->Peek_Texture(s) == ref_category->Peek_Texture(s)); } } if (all_textures_same && Equal_Material(dest_tex_category->Peek_Material(),ref_category->Peek_Material()) && dest_tex_category->Get_Shader()==ref_category->Get_Shader()) { return dest_tex_category; } } dest_it.Next(); } return NULL; } DX8TextureCategoryClass* DX8FVFCategoryContainer::Find_Matching_Texture_Category( VertexMaterialClass* vmat, unsigned pass, DX8TextureCategoryClass* ref_category) { // Find texture category which matches ref_category's properties but has 'vmat' on given pass DX8TextureCategoryClass* dest_tex_category=NULL; TextureCategoryListIterator dest_it(&texture_category_list[pass]); while (!dest_it.Is_Done()) { if (Equal_Material(dest_it.Peek_Obj()->Peek_Material(),vmat)) { // Compare all stage's textures dest_tex_category=dest_it.Peek_Obj(); bool all_textures_same = true; for (unsigned int s = 0; s < MeshMatDescClass::MAX_TEX_STAGES; s++) all_textures_same = all_textures_same && (dest_tex_category->Peek_Texture(s) == ref_category->Peek_Texture(s)); if (all_textures_same && dest_tex_category->Get_Shader()==ref_category->Get_Shader()) { return dest_tex_category; } } dest_it.Next(); } return NULL; } void DX8FVFCategoryContainer::Change_Polygon_Renderer_Texture( DX8PolygonRendererList& polygon_renderer_list, TextureClass* texture, TextureClass* new_texture, unsigned pass, unsigned stage) { WWASSERT(passPeek_Texture(stage)==texture) { foundtexture=true; DX8PolygonRendererListIterator poly_it(&polygon_renderer_list); while (!poly_it.Is_Done()) { // If source texture category contains polygon renderer, move to destination category DX8PolygonRendererClass* polygon_renderer=poly_it.Peek_Obj(); DX8TextureCategoryClass *prc=polygon_renderer->Get_Texture_Category(); if (prc==src_tex_category) { DX8TextureCategoryClass* dest_tex_category=Find_Matching_Texture_Category(new_texture,pass,stage,src_tex_category); if (!dest_tex_category) { TextureClass * tmp_textures[MeshMatDescClass::MAX_TEX_STAGES]; for (int s=0;sPeek_Texture(s); } tmp_textures[stage]=new_texture; DX8TextureCategoryClass * new_tex_category=W3DNEW DX8TextureCategoryClass( this, tmp_textures, src_tex_category->Get_Shader(), const_cast(src_tex_category->Peek_Material()), pass); /* ** Add the texture category object into the list, immediately after any existing ** texture category object which uses the same texture. This will result in ** the list always having matching texture categories next to each other. */ bool found_similar_category = false; TextureCategoryListIterator tex_it(&texture_category_list[pass]); while (!tex_it.Is_Done()) { // Categorize according to first stage's texture for now if (tex_it.Peek_Obj()->Peek_Texture(0) == tmp_textures[0]) { texture_category_list[pass].Add_After(new_tex_category,tex_it.Peek_Obj()); found_similar_category = true; break; } tex_it.Next(); } if (!found_similar_category) { texture_category_list[pass].Add_Tail(new_tex_category); } dest_tex_category=new_tex_category; } PolyRemover *rem=W3DNEW PolyRemover; rem->src=src_tex_category; rem->dest=dest_tex_category; rem->pr=polygon_renderer; prl.Add(rem); } poly_it.Next(); } // while } //if src_texture==texture else // quit loop if we've got a texture change if (foundtexture) break; src_it.Next(); } // while PolyRemoverListIterator prli(&prl); while (!prli.Is_Done()) { PolyRemover *rem=prli.Peek_Obj(); rem->src->Remove_Polygon_Renderer(rem->pr); rem->dest->Add_Polygon_Renderer(rem->pr); prli.Remove_Current_Object(); delete rem; } } void DX8FVFCategoryContainer::Change_Polygon_Renderer_Material( DX8PolygonRendererList& polygon_renderer_list, VertexMaterialClass* vmat, VertexMaterialClass* new_vmat, unsigned pass) { WWASSERT(passPeek_Material()==vmat) { DX8PolygonRendererListIterator poly_it(&polygon_renderer_list); while (!poly_it.Is_Done()) { // If source texture category contains polygon renderer, move to destination category DX8PolygonRendererClass* polygon_renderer=poly_it.Peek_Obj(); DX8TextureCategoryClass *prc=polygon_renderer->Get_Texture_Category(); if (prc==src_tex_category) { foundtexture=true; DX8TextureCategoryClass* dest_tex_category=Find_Matching_Texture_Category(new_vmat,pass,src_tex_category); if (!dest_tex_category) { TextureClass * tmp_textures[MeshMatDescClass::MAX_TEX_STAGES]; for (int s=0;sPeek_Texture(s); } DX8TextureCategoryClass * new_tex_category=W3DNEW DX8TextureCategoryClass( this, tmp_textures, src_tex_category->Get_Shader(), const_cast(new_vmat), pass); /* ** Add the texture category object into the list, immediately after any existing ** texture category object which uses the same texture. This will result in ** the list always having matching texture categories next to each other. */ bool found_similar_category = false; TextureCategoryListIterator tex_it(&texture_category_list[pass]); while (!tex_it.Is_Done()) { // Categorize according to first stage's texture for now if (tex_it.Peek_Obj()->Peek_Texture(0) == tmp_textures[0]) { texture_category_list[pass].Add_After(new_tex_category,tex_it.Peek_Obj()); found_similar_category = true; break; } tex_it.Next(); } if (!found_similar_category) { texture_category_list[pass].Add_Tail(new_tex_category); } dest_tex_category=new_tex_category; } PolyRemover *rem=W3DNEW PolyRemover; rem->src=src_tex_category; rem->dest=dest_tex_category; rem->pr=polygon_renderer; prl.Add(rem); } poly_it.Next(); } // while } // if else if (foundtexture) break; src_it.Next(); } // while PolyRemoverListIterator prli(&prl); while (!prli.Is_Done()) { PolyRemover *rem=prli.Peek_Obj(); rem->src->Remove_Polygon_Renderer(rem->pr); rem->dest->Add_Polygon_Renderer(rem->pr); prli.Remove_Current_Object(); delete rem; } } // ---------------------------------------------------------------------------- unsigned DX8FVFCategoryContainer::Define_FVF(MeshModelClass* mmc,bool enable_lighting) { if ((!!mmc->Get_Flag(MeshGeometryClass::SORT)) && WW3D::Is_Sorting_Enabled()) { return dynamic_fvf_type; } unsigned fvf=D3DFVF_XYZ; int tex_coord_count=mmc->Get_UV_Array_Count(); if (mmc->Get_Color_Array(0,false)) { fvf|=D3DFVF_DIFFUSE; } if (mmc->Get_Color_Array(1,false)) { fvf|=D3DFVF_SPECULAR; } switch (tex_coord_count) { default: case 0: break; case 1: fvf|=D3DFVF_TEX1; break; case 2: fvf|=D3DFVF_TEX2; break; case 3: fvf|=D3DFVF_TEX3; break; case 4: fvf|=D3DFVF_TEX4; break; case 5: fvf|=D3DFVF_TEX5; break; case 6: fvf|=D3DFVF_TEX6; break; case 7: fvf|=D3DFVF_TEX7; break; case 8: fvf|=D3DFVF_TEX8; break; } if (!mmc->Needs_Vertex_Normals()) { //enable_lighting || mmc->Get_Flag(MeshModelClass::PRELIT_MASK)) { return fvf; } fvf|=D3DFVF_NORMAL; // Realtime-lit return fvf; } // ---------------------------------------------------------------------------- DX8RigidFVFCategoryContainer::DX8RigidFVFCategoryContainer(unsigned FVF,bool sorting_) : DX8FVFCategoryContainer(FVF,sorting_), vertex_buffer(0), used_vertices(0) { } // ---------------------------------------------------------------------------- DX8RigidFVFCategoryContainer::~DX8RigidFVFCategoryContainer() { REF_PTR_RELEASE(vertex_buffer); } // ---------------------------------------------------------------------------- void DX8RigidFVFCategoryContainer::Log(bool only_visible) { #ifdef ENABLE_CATEGORY_LOG StringClass work(255,true); work.Format("DX8RigidFVFCategoryContainer --------------\n"); WWDEBUG_SAY((work)); if (vertex_buffer) { StringClass fvfname(255,true); vertex_buffer->FVF_Info().Get_FVF_Name(fvfname); work.Format("VB size (used/total): %d/%d FVF: %s\n",used_vertices,vertex_buffer->Get_Vertex_Count(),fvfname); WWDEBUG_SAY((work)); } else { WWDEBUG_SAY(("EMPTY VB\n")); } if (index_buffer) { work.Format("IB size (used/total): %d/%d\n",used_indices,index_buffer->Get_Index_Count()); WWDEBUG_SAY((work)); } else { WWDEBUG_SAY(("EMPTY IB\n")); } for (unsigned p=0;pLog(only_visible); it.Next(); } } #endif } // ---------------------------------------------------------------------------- // // Generic render function for rigid meshes // // ---------------------------------------------------------------------------- void DX8RigidFVFCategoryContainer::Render(void) { if (!Anything_To_Render()) return; AnythingToRender=false; DX8Wrapper::Set_Vertex_Buffer(vertex_buffer); DX8Wrapper::Set_Index_Buffer(index_buffer,0); SNAPSHOT_SAY(("DX8RigidFVFCategoryContainer::Render()\n")); for (unsigned p=0;pRender(); } } Render_Procedural_Material_Passes(); } // ---------------------------------------------------------------------------- bool DX8RigidFVFCategoryContainer::Check_If_Mesh_Fits(MeshModelClass* mmc) { if (!vertex_buffer) return true; // No VB created - mesh will fit as a new vb will be created when inserting unsigned required_vertices=mmc->Get_Vertex_Count(); unsigned available_vertices=vertex_buffer->Get_Vertex_Count()-used_vertices; unsigned required_polygons=mmc->Get_Polygon_Count(); if (mmc->Get_Gap_Filler()) { required_polygons+=mmc->Get_Gap_Filler()->Get_Polygon_Count(); } unsigned required_indices=required_polygons*3*mmc->Get_Pass_Count(); unsigned available_indices=index_buffer->Get_Index_Count()-used_indices; if ( required_vertices<=available_vertices && (required_indices)<=available_indices) { return true; } return false; } // ---------------------------------------------------------------------------- class Vertex_Split_Table { MeshModelClass* mmc; bool npatch_enable; unsigned polygon_count; Vector3i* polygon_array; bool allocated_polygon_array; public: Vertex_Split_Table(MeshModelClass* mmc_) : mmc(mmc_), npatch_enable(false), allocated_polygon_array(false) { if (DX8Caps::Support_NPatches() && mmc->Needs_Vertex_Normals()) { if (mmc->Get_Flag(MeshGeometryClass::ALLOW_NPATCHES)) { npatch_enable=true; } } const GapFillerClass* gap_filler=mmc->Get_Gap_Filler(); polygon_count=mmc->Get_Polygon_Count(); if (gap_filler) polygon_count+=gap_filler->Get_Polygon_Count(); // if (mmc->Get_Gap_Filler_Polygon_Count()) { allocated_polygon_array=true; polygon_array=W3DNEWARRAY Vector3i[polygon_count]; memcpy( polygon_array, mmc->Get_Polygon_Array(), mmc->Get_Polygon_Count()*sizeof(Vector3i)); if (gap_filler) { memcpy( polygon_array+mmc->Get_Polygon_Count(), gap_filler->Get_Polygon_Array(), gap_filler->Get_Polygon_Count()*sizeof(Vector3i)); } // } // else { // polygon_array=const_cast(mmc->Get_Polygon_Array()); // } } ~Vertex_Split_Table() { if (allocated_polygon_array) { delete[] polygon_array; } } const Vector3* Get_Vertex_Array() const { return mmc->Get_Vertex_Array(); } const Vector3* Get_Vertex_Normal_Array() const { return mmc->Get_Vertex_Normal_Array(); } const unsigned* Get_Color_Array(unsigned index) const { return mmc->Get_Color_Array(index,false); } const Vector2* Get_UV_Array(unsigned uv_array_index) const { return mmc->Get_UV_Array_By_Index(uv_array_index); } unsigned Get_Vertex_Count() const { return mmc->Get_Vertex_Count(); } unsigned Get_Polygon_Count() const { return polygon_count; } unsigned Get_Pass_Count() const { return mmc->Get_Pass_Count(); } TextureClass* Peek_Texture(unsigned idx,unsigned pass,unsigned stage) { if (mmc->Has_Texture_Array(pass,stage)) { if (idx>=unsigned(mmc->Get_Polygon_Count())) { WWASSERT(mmc->Get_Gap_Filler()); return mmc->Get_Gap_Filler()->Get_Texture_Array(pass,stage)[idx-mmc->Get_Polygon_Count()]; } return mmc->Peek_Texture(idx,pass,stage); } return mmc->Peek_Single_Texture(pass,stage); } VertexMaterialClass* Peek_Material(unsigned idx,unsigned pass) { if (mmc->Has_Material_Array(pass)) { if (idx>=unsigned(mmc->Get_Polygon_Count())) { WWASSERT(mmc->Get_Gap_Filler()); return mmc->Get_Gap_Filler()->Get_Material_Array(pass)[idx-mmc->Get_Polygon_Count()]; } return mmc->Peek_Material(mmc->Get_Polygon_Array()[idx][0],pass); } return mmc->Peek_Single_Material(pass); } ShaderClass Peek_Shader(unsigned idx,unsigned pass) { if (mmc->Has_Shader_Array(pass)) { ShaderClass shader; if (idx>=unsigned(mmc->Get_Polygon_Count())) { WWASSERT(mmc->Get_Gap_Filler()); shader=mmc->Get_Gap_Filler()->Get_Shader_Array(pass)[idx-mmc->Get_Polygon_Count()]; } else shader=mmc->Get_Shader(idx,pass); if (npatch_enable) { shader.Set_NPatch_Enable(ShaderClass::NPATCH_ENABLE); } return shader; } if (!npatch_enable) return mmc->Get_Single_Shader(pass); ShaderClass shader=mmc->Get_Single_Shader(pass); shader.Set_NPatch_Enable(ShaderClass::NPATCH_ENABLE); return shader; } MeshModelClass* Get_Mesh_Model_Class() { return mmc; } unsigned* Get_Polygon_Array(unsigned pass) { return (unsigned*)polygon_array; } }; // ---------------------------------------------------------------------------- void DX8RigidFVFCategoryContainer::Add_Mesh(MeshModelClass* mmc_) { WWASSERT(Check_If_Mesh_Fits(mmc_)); Vertex_Split_Table split_table(mmc_); int needed_vertices=split_table.Get_Vertex_Count(); /* ** This FVFCategoryContainer doesn't have a vertex buffer yet so allocate one big ** enough to contain this mesh. */ if (!vertex_buffer) { int vb_size=4000; if (vb_sizeFVF_Info().Get_FVF()==FVF); // Only one sorting FVF type! } else { vertex_buffer=NEW_REF(DX8VertexBufferClass,( FVF, vb_size, (DX8Caps::Support_NPatches() && WW3D::Get_NPatches_Level()>1) ? DX8VertexBufferClass::USAGE_NPATCHES : DX8VertexBufferClass::USAGE_DEFAULT)); } } /* ** Append this mesh's vertices to the vertex buffer. */ VertexBufferClass::AppendLockClass l(vertex_buffer,used_vertices,split_table.Get_Vertex_Count()); const FVFInfoClass fi=vertex_buffer->FVF_Info(); unsigned char *vb=(unsigned char*) l.Get_Vertex_Array(); unsigned int i; const Vector3 *locs=split_table.Get_Vertex_Array(); const Vector3 *norms=split_table.Get_Vertex_Normal_Array(); const unsigned *diffuse=split_table.Get_Color_Array(0); const unsigned *specular=split_table.Get_Color_Array(1); for (i=0; iPeek_Texture(stage) == texs[stage]); } if (all_textures_same && Equal_Material(tex_category->Peek_Material(),mat) && tex_category->Get_Shader()==shader) { used_indices+=tex_category->Add_Mesh(split_table,vertex_offset,used_indices,index_buffer,pass); fit_in_existing_category = true; break; } it.Next(); } if (!fit_in_existing_category) { DX8TextureCategoryClass * new_tex_category=W3DNEW DX8TextureCategoryClass(this,texs,shader,mat,pass); used_indices+=new_tex_category->Add_Mesh(split_table,vertex_offset,used_indices,index_buffer,pass); /* ** Add the texture category object into the list, immediately after any existing ** texture category object which uses the same texture. This will result in ** the list always having matching texture categories next to each other. */ bool found_similar_category = false; TextureCategoryListIterator it(&texture_category_list[pass]); while (!it.Is_Done()) { // Categorize according to first stage's texture for now if (it.Peek_Obj()->Peek_Texture(0) == texs[0]) { texture_category_list[pass].Add_After(new_tex_category,it.Peek_Obj()); found_similar_category = true; break; } it.Next(); } if (!found_similar_category) { texture_category_list[pass].Add_Tail(new_tex_category); } } } const unsigned MAX_ADDED_TYPE_COUNT=64; struct Textures_Material_And_Shader_Booking_Struct { TextureClass* added_textures[MeshMatDescClass::MAX_TEX_STAGES][MAX_ADDED_TYPE_COUNT]; VertexMaterialClass* added_materials[MAX_ADDED_TYPE_COUNT]; ShaderClass added_shaders[MAX_ADDED_TYPE_COUNT]; unsigned added_type_count; Textures_Material_And_Shader_Booking_Struct() : added_type_count(0) {} bool Add_Textures_Material_And_Shader(TextureClass** texs, VertexMaterialClass* mat, ShaderClass shd) { for (unsigned a=0;a1) ? DX8IndexBufferClass::USAGE_NPATCHES : DX8IndexBufferClass::USAGE_DEFAULT)); } } for (unsigned pass=0;passGet_Index_Count()); WWDEBUG_SAY((work)); } else { WWDEBUG_SAY(("EMPTY IB\n")); } for (unsigned pass=0;passLog(only_visible); it.Next(); } } #endif } // ---------------------------------------------------------------------------- void DX8SkinFVFCategoryContainer::Render(void) { SNAPSHOT_SAY(("DX8SkinFVFCategoryContainer::Render()\n")); if (!Anything_To_Render()) { SNAPSHOT_SAY(("Nothing to render\n")); return; } AnythingToRender=false; DX8Wrapper::Set_Vertex_Buffer(NULL); // Free up the reference to the current vertex buffer // (in case it is the dynamic, which may have to be resized) //'Generals' customization to allow more than 65535 vertices unsigned int maxVertexCount=VisibleVertexCount; if (maxVertexCount > 65535) { //clamp vertex count to maximum size that can be indexed by 16-bit index maxVertexCount = 65535; } DynamicVBAccessClass vb( sorting ? BUFFER_TYPE_DYNAMIC_SORTING : BUFFER_TYPE_DYNAMIC_DX8, dynamic_fvf_type, maxVertexCount); SNAPSHOT_SAY(("DynamicVBAccess - %s - %d vertices\n",sorting ? "sorting" : "non-sorting",VisibleVertexCount)); unsigned int renderedVertexCount=0; MeshClass * mesh = VisibleSkinHead; MeshClass * remainingMesh = VisibleSkinHead; while (renderedVertexCount < VisibleVertexCount) { mesh = remainingMesh; { DynamicVBAccessClass::WriteLockClass l(&vb); VertexFormatXYZNDUV2 * dest_verts = l.Get_Formatted_Vertex_Array(); unsigned vertex_offset=0; remainingMesh = NULL; while (mesh != NULL) { MeshModelClass * mmc = mesh->Peek_Model(); int mesh_vertex_count=mmc->Get_Vertex_Count(); //'Generals' mod to deal with cases where not all meshes fit in VB. if (vertex_offset+mesh_vertex_count > maxVertexCount || remainingMesh) { //flag mesh so we know it didn't fit in the vertex buffer mesh->Set_Base_Vertex_Offset(VERTEX_BUFFER_OVERFLOW); if (remainingMesh == NULL) remainingMesh = mesh; //start of meshes that didn't fit in buffer mesh = mesh->Peek_Next_Visible_Skin(); //skip rendering this mesh continue; } WWASSERT((vertex_offset+mesh_vertex_count)<=VisibleVertexCount); DX8_RECORD_SKIN_RENDER(mesh->Get_Num_Polys(),mesh_vertex_count); if (_TempVertexBuffer.Length() < mesh_vertex_count) _TempVertexBuffer.Resize(mesh_vertex_count); if (_TempNormalBuffer.Length() < mesh_vertex_count) _TempNormalBuffer.Resize(mesh_vertex_count); Vector3* loc=&(_TempVertexBuffer[0]); Vector3* norm=&(_TempNormalBuffer[0]); const Vector2* uv0=mmc->Get_UV_Array_By_Index(0); const Vector2* uv1=mmc->Get_UV_Array_By_Index(1); const unsigned* diffuse=mmc->Get_Color_Array(0,false); VertexFormatXYZNDUV2* verts=dest_verts+vertex_offset; // mesh->Compose_Deformed_Vertex_Buffer(verts,uv0,uv1,diffuse); mesh->Get_Deformed_Vertices(loc,norm); for (int v=0;vSet_Base_Vertex_Offset(vertex_offset); vertex_offset+=mesh_vertex_count; renderedVertexCount += mesh_vertex_count; mesh = mesh->Peek_Next_Visible_Skin(); } //while }//lock SNAPSHOT_SAY(("Set vb: %x ib: %x\n",vb,index_buffer)); DX8Wrapper::Set_Vertex_Buffer(vb); DX8Wrapper::Set_Index_Buffer(index_buffer,0); //Flush the meshes which fit in the vertex buffer, applying all texture variations for (unsigned pass=0;passRender(); it.Next(); } } Render_Procedural_Material_Passes(); }//while //remove all the rendered data from queues for (unsigned pass=0;passGet_Polygon_Count(); if (mmc->Get_Gap_Filler()) { required_polygons+=mmc->Get_Gap_Filler()->Get_Polygon_Count(); } if ((required_polygons*3*mmc->Get_Pass_Count())<=index_buffer->Get_Index_Count()-used_indices) { return true; } return false; } void DX8SkinFVFCategoryContainer::clearVisibleSkinList() { while (VisibleSkinHead != NULL) { MeshClass* next = VisibleSkinHead->Peek_Next_Visible_Skin(); VisibleSkinHead->Set_Next_Visible_Skin(NULL); VisibleSkinHead = next; } VisibleSkinHead = NULL; VisibleSkinTail = NULL; VisibleVertexCount = 0; } void DX8SkinFVFCategoryContainer::Add_Visible_Skin(MeshClass * mesh) { if (mesh->Peek_Next_Visible_Skin() != NULL || mesh == VisibleSkinTail) { DEBUG_CRASH(("Mesh %s is already a visible skin, and we tried to add it again... please notify Mark W or Steven J immediately!\n",mesh->Get_Name())); return; } if (VisibleSkinHead == NULL) VisibleSkinTail = mesh; mesh->Set_Next_Visible_Skin(VisibleSkinHead); VisibleSkinHead = mesh; VisibleVertexCount += mesh->Peek_Model()->Get_Vertex_Count(); } // ---------------------------------------------------------------------------- void DX8SkinFVFCategoryContainer::Reset() { clearVisibleSkinList(); for (unsigned pass=0;passType()==BUFFER_TYPE_SORTING || index_buffer->Type()==BUFFER_TYPE_DYNAMIC_SORTING) { stripify=false; } #endif; const Vector3i* src_indices=(const Vector3i*)split_table.Get_Polygon_Array(pass);//mmc->Get_Polygon_Array(); if (stripify) { int* triangles=W3DNEWARRAY int[index_count]; int triangle_index_count=0; for (int i=0;iSet_Vertex_Index_Range(vmin,vmax-vmin+1); } } delete[] strip; } // Need to check stripify again as it may be changed to false by the previous statement if (!stripify ) { DX8PolygonRendererClass* p_renderer=W3DNEW DX8PolygonRendererClass( index_count, split_table.Get_Mesh_Model_Class(), this, vertex_offset, index_offset, false, pass); PolygonRendererList.Add_Tail(p_renderer); IndexBufferClass::AppendLockClass l(index_buffer,index_offset,index_count); unsigned short* dst_indices=l.Get_Index_Array(); unsigned short vmin=0xffff; unsigned short vmax=0; /* ** Iterate over the polys for this pass, adding each one that matches this texture+material+shader */ for (int i=0;iGet_Vertex_Count()); /* ** Remember the min and max vertex indices that these polygons used (for optimization) */ p_renderer->Set_Vertex_Index_Range(vmin,vmax-vmin+1); WWASSERT(index_count<=unsigned(split_table.Get_Polygon_Count()*3)); } } return index_count; } // ---------------------------------------------------------------------------- void DX8TextureCategoryClass::Render(void) { #ifdef WWDEBUG if (!WW3D::Expose_Prelit()) { #endif for (unsigned i=0;iGet_Texture_Name() : "NULL")); DX8Wrapper::Set_Texture(i,Peek_Texture(i)); } #ifdef WWDEBUG } #endif SNAPSHOT_SAY(("Set_Material(%s)\n",Peek_Material() ? Peek_Material()->Get_Name() : "NULL")); VertexMaterialClass *vmaterial=(VertexMaterialClass *)Peek_Material(); //ugly cast from const but we'll restore it after changes so okay. -MW DX8Wrapper::Set_Material(vmaterial); SNAPSHOT_SAY(("Set_Shader(%x)\n",Get_Shader())); ShaderClass theShader = Get_Shader(); //Setup an alpha blend version of this shader just in case it's needed. -MW ShaderClass theAlphaShader = theShader; theAlphaShader.Set_Src_Blend_Func(ShaderClass::SRCBLEND_SRC_ALPHA); theAlphaShader.Set_Dst_Blend_Func(ShaderClass::DSTBLEND_ONE_MINUS_SRC_ALPHA); //if we want to allow other translucent polygons behind this mesh, we need to disable z-write but //this will cause sorting errors on this mesh. //theAlphaShader.Set_Depth_Mask(ShaderClass::DEPTH_WRITE_DISABLE); DX8Wrapper::Set_Shader(theShader); if (m_gForceMultiply && theShader.Get_Dst_Blend_Func() == ShaderClass::DSTBLEND_ZERO) { theShader.Set_Dst_Blend_Func(ShaderClass::DSTBLEND_SRC_COLOR); theShader.Set_Src_Blend_Func(ShaderClass::SRCBLEND_ZERO); DX8Wrapper::Set_Shader(theShader); //VertexMaterialClass *material = VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE); //DX8Wrapper::Set_Material(material); //REF_PTR_RELEASE(material); DX8Wrapper::Apply_Render_State_Changes(); DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,D3DBLEND_DESTCOLOR); } bool renderTasksRemaining=false; PolyRenderTaskClass * prt = render_task_head; PolyRenderTaskClass * last_prt = NULL; while (prt) { /* ** Dig out the parameters for this render task */ DX8PolygonRendererClass * renderer = prt->Peek_Polygon_Renderer(); MeshClass * mesh = prt->Peek_Mesh(); if (mesh->Get_Base_Vertex_Offset() == VERTEX_BUFFER_OVERFLOW) //check if this mesh is valid { //skip this mesh so it gets rendered later after vertices are filled in. last_prt = prt; prt = prt->Get_Next_Visible(); renderTasksRemaining = true; continue; } SNAPSHOT_SAY(("mesh = %s\n",mesh->Get_Name())); #ifdef WWDEBUG // Debug rendering: if it exists, expose prelighting on this mesh by disabling all base textures. if (WW3D::Expose_Prelit()) { switch (mesh->Peek_Model()->Get_Flag (MeshGeometryClass::PRELIT_MASK)) { unsigned i; case MeshGeometryClass::PRELIT_VERTEX: // Disable texturing on all stages and passes. for (i = 0; i < MAX_TEXTURE_STAGES; i++) { DX8Wrapper::Set_Texture (i, NULL); } break; case MeshGeometryClass::PRELIT_LIGHTMAP_MULTI_PASS: // Disable texturing on all but the last pass. if (pass == mesh->Peek_Model()->Get_Pass_Count() - 1) { for (i = 0; i < MAX_TEXTURE_STAGES; i++) { DX8Wrapper::Set_Texture (i, Peek_Texture (i)); } } else { for (i = 0; i < MAX_TEXTURE_STAGES; i++) { DX8Wrapper::Set_Texture (i, NULL); } } break; case MeshGeometryClass::PRELIT_LIGHTMAP_MULTI_TEXTURE: // Disable texturing on all but the zeroth stage of each pass. DX8Wrapper::Set_Texture (0, Peek_Texture (0)); for (i = 1; i < MAX_TEXTURE_STAGES; i++) { DX8Wrapper::Set_Texture (i, NULL); } break; default: for (i = 0; i < MAX_TEXTURE_STAGES; i++) { DX8Wrapper::Set_Texture (i, Peek_Texture (i)); } break; } } #endif /* ** If the user is not installing LightEnvironmentClasses, we leave the lighting render ** states untouched. This way they can set a couple global lights that affect the entire scene. */ LightEnvironmentClass * lenv = mesh->Get_Lighting_Environment(); if (lenv != NULL) { SNAPSHOT_SAY(("LightEnvironment, lights: %d\n",lenv->Get_Light_Count())); DX8Wrapper::Set_Light_Environment(lenv); } else { SNAPSHOT_SAY(("No light environment\n")); } /* ** Support for ALIGNED and ORIENTED camera modes */ const Matrix3D* world_transform = &mesh->Get_Transform(); bool identity=mesh->Is_Transform_Identity(); Matrix3D tmp_world; if (mesh->Peek_Model()->Get_Flag(MeshModelClass::ALIGNED)) { SNAPSHOT_SAY(("Camera mode ALIGNED\n")); Vector3 mesh_position; Vector3 camera_z_vector; TheDX8MeshRenderer.Peek_Camera()->Get_Transform().Get_Z_Vector(&camera_z_vector); mesh->Get_Transform().Get_Translation(&mesh_position); tmp_world.Obj_Look_At(mesh_position,mesh_position + camera_z_vector,0.0f); world_transform = &tmp_world; } else if (mesh->Peek_Model()->Get_Flag(MeshModelClass::ORIENTED)) { SNAPSHOT_SAY(("Camera mode ORIENTED\n")); Vector3 mesh_position; Vector3 camera_position; TheDX8MeshRenderer.Peek_Camera()->Get_Transform().Get_Translation(&camera_position); mesh->Get_Transform().Get_Translation(&mesh_position); tmp_world.Obj_Look_At(mesh_position,camera_position,0.0f); world_transform = &tmp_world; } else if (mesh->Peek_Model()->Get_Flag(MeshModelClass::SKIN)) { SNAPSHOT_SAY(("Set world identity (for skin)\n")); tmp_world.Make_Identity(); world_transform = &tmp_world; identity=true; } if (identity) { SNAPSHOT_SAY(("Set_World_Identity\n")); DX8Wrapper::Set_World_Identity(); } else { SNAPSHOT_SAY(("Set_World_Transform\n")); DX8Wrapper::Set_Transform(D3DTS_WORLD,*world_transform); } //-------------------------------------------------------------------- if (mesh->Get_ObjectScale() != 1.0f) DX8Wrapper::Set_DX8_Render_State(D3DRS_NORMALIZENORMALS, TRUE); //-------------------------------------------------------------------- /* ** Render mesh using either sorting or immediate pipeline */ if ((!!mesh->Peek_Model()->Get_Flag(MeshGeometryClass::SORT)) && WW3D::Is_Sorting_Enabled()) { renderer->Render_Sorted(mesh->Get_Base_Vertex_Offset(),mesh->Get_Bounding_Sphere()); } else { //non-transparent mesh that will be rendered immediately. Okay to adjust the shader/material //if necessary if (mesh->Get_Alpha_Override() != 1.0 || (mesh->Get_User_Data() && *(int *)mesh->Get_User_Data() == RenderObjClass::USER_DATA_MATERIAL_OVERRIDE)) { //mesh has material override of some kind //adjust the opacity of this model float oldOpacity=vmaterial->Get_Opacity(); Vector3 oldDiffuse; Vector2 oldUVOffset; unsigned int oldUVOffsetSyncTime; vmaterial->Get_Diffuse(&oldDiffuse); LinearOffsetTextureMapperClass *oldMapper=(LinearOffsetTextureMapperClass *)vmaterial->Peek_Mapper(); if ( mesh->Get_User_Data() && *(int *)mesh->Get_User_Data() == RenderObjClass::USER_DATA_MATERIAL_OVERRIDE && oldMapper && oldMapper->Mapper_ID() == TextureMapperClass::MAPPER_ID_LINEAR_OFFSET) { RenderObjClass::Material_Override *matOverride=(RenderObjClass::Material_Override *)mesh->Get_User_Data(); oldUVOffsetSyncTime = oldMapper->Get_LastUsedSyncTime(); oldMapper->Set_LastUsedSyncTime(WW3D::Get_Sync_Time()); //make sure zero time passes for the mapper. oldMapper->Get_Current_UV_Offset(oldUVOffset); oldMapper->Set_Current_UV_Offset(matOverride->customUVOffset); } else oldMapper=NULL; if (mesh->Get_Alpha_Override() != 1.0) { if (mesh->Is_Additive()) { //additvie blended mesh can't switch to alpha or we will get a black outline. //so adjust diffuse color instead. vmaterial->Set_Diffuse(mesh->Get_Alpha_Override(),mesh->Get_Alpha_Override(),mesh->Get_Alpha_Override()); theAlphaShader = theShader; //keep using additive blending. } vmaterial->Set_Opacity(mesh->Get_Alpha_Override()); DX8Wrapper::Set_Shader(theAlphaShader); DX8Wrapper::Apply_Render_State_Changes(); DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHAREF,(int)((float)0x60*mesh->Get_Alpha_Override())); renderer->Render(mesh->Get_Base_Vertex_Offset()); DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHAREF,0x60); vmaterial->Set_Opacity(oldOpacity); //restore previous value vmaterial->Set_Diffuse(oldDiffuse.X,oldDiffuse.Y,oldDiffuse.Z); DX8Wrapper::Set_Shader(theShader); //restore previous value } else renderer->Render(mesh->Get_Base_Vertex_Offset()); if (oldMapper) //did we override the uv offset? { oldMapper->Set_LastUsedSyncTime(oldUVOffsetSyncTime); oldMapper->Set_Current_UV_Offset(oldUVOffset); } DX8Wrapper::Set_Material(NULL); //force a reset of vertex material since we secretly changed opacity or uv offset DX8Wrapper::Set_Material(vmaterial); //restore previous material. } else renderer->Render(mesh->Get_Base_Vertex_Offset()); } //-------------------------------------------------------------------- if (mesh->Get_ObjectScale() != 1.0f) DX8Wrapper::Set_DX8_Render_State(D3DRS_NORMALIZENORMALS, FALSE); //-------------------------------------------------------------------- /* ** Move to the next render task. Note that the delete should be fast because prt's are pooled */ PolyRenderTaskClass * next_prt = prt->Get_Next_Visible(); // remove from list, then delete if (last_prt == NULL) { render_task_head = next_prt; } else { last_prt->Set_Next_Visible(next_prt); } delete prt; prt = next_prt; } if (!renderTasksRemaining) { WWASSERT(!render_task_head); Clear_Render_List(); } } DX8MeshRendererClass::DX8MeshRendererClass() : camera(NULL), enable_lighting(true), texture_category_container_list_skin(NULL), visible_decal_meshes(NULL) { } DX8MeshRendererClass::~DX8MeshRendererClass() { Invalidate(true); Clear_Pending_Delete_Lists(); if (texture_category_container_list_skin != NULL) { delete texture_category_container_list_skin; } } void DX8MeshRendererClass::Init(void) { texture_category_container_list_skin = W3DNEW FVFCategoryList; } void DX8MeshRendererClass::Shutdown(void) { Invalidate(true); Clear_Pending_Delete_Lists(); _TempVertexBuffer.Clear(); //free memory _TempNormalBuffer.Clear(); } // ---------------------------------------------------------------------------- void DX8MeshRendererClass::Clear_Pending_Delete_Lists() { while (DX8TextureCategoryClass* category=texture_category_delete_list.Remove_Head()) { delete category; } while (DX8FVFCategoryContainer* container=fvf_category_container_delete_list.Remove_Head()) { delete container; } } // ---------------------------------------------------------------------------- static void Add_Rigid_Mesh_To_Container(FVFCategoryList* container_list,unsigned fvf,MeshModelClass* mmc) { WWASSERT(container_list); DX8FVFCategoryContainer * container = NULL; bool sorting=((!!mmc->Get_Flag(MeshModelClass::SORT)) && WW3D::Is_Sorting_Enabled()); FVFCategoryListIterator it(container_list); while (!it.Is_Done()) { container = it.Peek_Obj(); if (sorting==container->Is_Sorting() && container->Check_If_Mesh_Fits(mmc)) { container->Add_Mesh(mmc); return; } it.Next(); } container=W3DNEW DX8RigidFVFCategoryContainer(fvf,sorting); container_list->Add_Tail(container); container->Add_Mesh(mmc); } // ---------------------------------------------------------------------------- void DX8MeshRendererClass::Unregister_Mesh_Type(MeshModelClass* mmc) { while (DX8PolygonRendererClass* n=mmc->PolygonRendererList.Remove_Head()) { delete n; } _RegisteredMeshList.Remove(mmc); } void DX8MeshRendererClass::Register_Mesh_Type(MeshModelClass* mmc) { WWMEMLOG(MEM_GEOMETRY); #ifdef ENABLE_CATEGORY_LOG WWDEBUG_SAY(("Registering mesh: %s (%d polys, %d verts + %d gap polygons)\n",mmc->Get_Name(),mmc->Get_Polygon_Count(),mmc->Get_Vertex_Count(),mmc->Get_Gap_Filler_Polygon_Count())); #endif bool skin=(mmc->Get_Flag(MeshModelClass::SKIN) && mmc->VertexBoneLink); bool sorting=((!!mmc->Get_Flag(MeshModelClass::SORT)) && WW3D::Is_Sorting_Enabled()); if (skin) { /* ** This mesh is a skin. Add it to a DX8SkinFVFCategoryContainer. */ WWASSERT(texture_category_container_list_skin); FVFCategoryListIterator it(texture_category_container_list_skin); while (!it.Is_Done()) { DX8FVFCategoryContainer * container = it.Peek_Obj(); if (sorting==container->Is_Sorting() && container->Check_If_Mesh_Fits(mmc)) { container->Add_Mesh(mmc); return; } it.Next(); } DX8FVFCategoryContainer * new_container=W3DNEW DX8SkinFVFCategoryContainer(sorting); texture_category_container_list_skin->Add_Tail(new_container); new_container->Add_Mesh(mmc); } else { /* ** We should never try to add the same mesh model to the system twice. */ WWASSERT_PRINT(_RegisteredMeshList.Contains(mmc) == false,("Mesh name: %s",mmc->Get_Name())); /* ** If the previous step didn't add the mesh, then we have to actually process this mesh */ if (!_RegisteredMeshList.Contains(mmc)) { unsigned fvf=DX8FVFCategoryContainer::Define_FVF(mmc,enable_lighting); /* ** Search for an existing FVF Category Container that matches this mesh */ for (int i=0;iPeek_Head(); if (container && container->Get_FVF()!=fvf) continue; Add_Rigid_Mesh_To_Container(list,fvf,mmc); break; } if (i==texture_category_container_lists_rigid.Count()) { /* ** We couldn't find an existing FVF category container so we have to add one. Future ** meshes that use this FVF will also be able to use this container. */ FVFCategoryList * new_fvf_category = W3DNEW FVFCategoryList(); texture_category_container_lists_rigid.Add(new_fvf_category); Add_Rigid_Mesh_To_Container(new_fvf_category,fvf,mmc); } /* ** Done processing the mesh, add its polygon renderers to the global registered mesh list */ if (mmc->PolygonRendererList.Is_Empty() == false) { _RegisteredMeshList.Add_Tail(mmc); } else { WWDEBUG_SAY(("Error: Register_Mesh_Type failed! file: %s line: %d\r\n",__FILE__,__LINE__)); } } } return; } static unsigned statistics_requested=0; void DX8MeshRendererClass::Request_Log_Statistics() { statistics_requested=WW3D::Get_Frame_Count(); } // --------------------------------------------------------------------------- // // Render all meshes that are added to visible lists // // --------------------------------------------------------------------------- static void Render_FVF_Category_Container_List(FVFCategoryList& list) { FVFCategoryListIterator it(&list); while (!it.Is_Done()) { it.Peek_Obj()->Render(); it.Next(); } } void DX8MeshRendererClass::Flush(void) { WWPROFILE("DX8MeshRenderer::Flush"); if (!camera) return; Log_Statistics_String(true); for (int i=0;iSet_Next_Visible(visible_decal_meshes); visible_decal_meshes = decalmesh; } void DX8MeshRendererClass::Render_Decal_Meshes(void) { DX8Wrapper::Set_DX8_Render_State(D3DRS_ZBIAS,8); DecalMeshClass * decal_mesh = visible_decal_meshes; while (decal_mesh != NULL) { decal_mesh->Render(); decal_mesh = decal_mesh->Peek_Next_Visible(); } visible_decal_meshes = NULL; DX8Wrapper::Set_DX8_Render_State(D3DRS_ZBIAS,0); } // ---------------------------------------------------------------------------- static void Log_Container_List(FVFCategoryList& container_list,bool only_visible) { FVFCategoryListIterator it(&container_list); while (!it.Is_Done()) { it.Peek_Obj()->Log(only_visible); it.Next(); } } void DX8MeshRendererClass::Log_Statistics_String(bool only_visible) { if (statistics_requested!=WW3D::Get_Frame_Count()) return; for (int i=0;i