dx8renderer.cpp 66 KB

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  1. /*
  2. ** Command & Conquer Generals(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** 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 ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : ww3d *
  23. * *
  24. * $Archive:: /VSS_Sync/ww3d2/dx8renderer.cpp $*
  25. * *
  26. * Original Author:: Greg Hjelstrom *
  27. * *
  28. * $Author:: Vss_sync $*
  29. * *
  30. * $Modtime:: 8/29/01 7:29p $*
  31. * *
  32. * $Revision:: 103 $*
  33. * *
  34. *---------------------------------------------------------------------------------------------*
  35. * Functions: *
  36. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  37. //#define ENABLE_CATEGORY_LOG
  38. //#define ENABLE_STRIPING
  39. #include "dx8renderer.h"
  40. #include "dx8wrapper.h"
  41. #include "dx8polygonrenderer.h"
  42. #include "dx8vertexbuffer.h"
  43. #include "dx8indexbuffer.h"
  44. #include "dx8fvf.h"
  45. #include "dx8caps.h"
  46. #include "wwdebug.h"
  47. #include "wwprofile.h"
  48. #include "wwmemlog.h"
  49. #include "rinfo.h"
  50. #include "statistics.h"
  51. #include "meshmdl.h"
  52. #include "vp.h"
  53. #include "decalmsh.h"
  54. #include "matpass.h"
  55. #include "camera.h"
  56. #include "stripoptimizer.h"
  57. #include "meshgeometry.h"
  58. /*
  59. ** Global Instance of the DX8MeshRender
  60. */
  61. DX8MeshRendererClass TheDX8MeshRenderer;
  62. bool DX8TextureCategoryClass::m_gForceMultiply = false; // Forces opaque materials to use the multiply blend - pseudo transparent effect. jba.
  63. // ----------------------------------------------------------------------------
  64. static DynamicVectorClass<Vector3> _TempVertexBuffer;
  65. static DynamicVectorClass<Vector3> _TempNormalBuffer;
  66. static MultiListClass<MeshModelClass> _RegisteredMeshList;
  67. static TextureCategoryList texture_category_delete_list;
  68. static FVFCategoryList fvf_category_container_delete_list;
  69. //void Whatever(const Vector3* locations,unsigned vertex_count,const Vector3i* polygon_indices,unsigned polygon_count);
  70. void Whatever(
  71. Vector3i* added_polygon_indices,
  72. unsigned& added_polygon_count,
  73. const Vector3* locations,
  74. unsigned vertex_count,
  75. const Vector3i* polygon_indices,
  76. unsigned polygon_count);
  77. // helper data structure
  78. class PolyRemover : public MultiListObjectClass
  79. {
  80. public:
  81. DX8TextureCategoryClass * src;
  82. DX8TextureCategoryClass * dest;
  83. DX8PolygonRendererClass * pr;
  84. };
  85. typedef MultiListClass<PolyRemover> PolyRemoverList;
  86. typedef MultiListIterator<PolyRemover> PolyRemoverListIterator;
  87. #define VERTEX_BUFFER_OVERFLOW 0xffff //'Generals' flag to signal when a mesh didn't fit in streaming vertex buffer.
  88. /**
  89. ** PolyRenderTaskClass
  90. ** This is a record of a polyrendere that needs to be rendered
  91. ** for this frame. Since MeshClass instances can share meshmodels
  92. ** (and therefore their dx8 polygon renderers) this record contains
  93. ** a pointer to the polygon renderer and the MeshClass instance that
  94. ** it is being rendered for.
  95. */
  96. class PolyRenderTaskClass : public AutoPoolClass<PolyRenderTaskClass, 256>
  97. {
  98. public:
  99. PolyRenderTaskClass(DX8PolygonRendererClass * p_renderer,MeshClass * p_mesh) :
  100. Renderer(p_renderer),
  101. Mesh(p_mesh),
  102. NextVisible(NULL)
  103. {
  104. WWASSERT(Renderer != NULL);
  105. WWASSERT(Mesh != NULL);
  106. Mesh->Add_Ref();
  107. }
  108. ~PolyRenderTaskClass(void)
  109. {
  110. Mesh->Release_Ref();
  111. }
  112. DX8PolygonRendererClass * Peek_Polygon_Renderer(void) { return Renderer; }
  113. MeshClass * Peek_Mesh(void) { return Mesh; }
  114. PolyRenderTaskClass * Get_Next_Visible(void) { return NextVisible; }
  115. void Set_Next_Visible(PolyRenderTaskClass * prtc) { NextVisible = prtc; }
  116. protected:
  117. DX8PolygonRendererClass * Renderer;
  118. MeshClass * Mesh;
  119. PolyRenderTaskClass * NextVisible;
  120. };
  121. DEFINE_AUTO_POOL(PolyRenderTaskClass, 256);
  122. /**
  123. ** MatPassTaskClass
  124. ** This is the record of a material pass that needs to be rendered on
  125. ** a particular mesh. These are linked into the FVF container which
  126. ** contains the mesh model. They are also pooled to remove memory
  127. ** allocation overhead.
  128. */
  129. class MatPassTaskClass : public AutoPoolClass<MatPassTaskClass, 256>
  130. {
  131. public:
  132. MatPassTaskClass(MaterialPassClass * pass,MeshClass * mesh) :
  133. MaterialPass(pass),
  134. Mesh(mesh),
  135. NextVisible(NULL)
  136. {
  137. WWASSERT(MaterialPass != NULL);
  138. WWASSERT(Mesh != NULL);
  139. MaterialPass->Add_Ref();
  140. Mesh->Add_Ref();
  141. }
  142. ~MatPassTaskClass(void)
  143. {
  144. MaterialPass->Release_Ref();
  145. Mesh->Release_Ref();
  146. }
  147. MaterialPassClass * Peek_Material_Pass(void) { return MaterialPass; }
  148. MeshClass * Peek_Mesh(void) { return Mesh; }
  149. MatPassTaskClass * Get_Next_Visible(void) { return NextVisible; }
  150. void Set_Next_Visible(MatPassTaskClass * mpr) { NextVisible = mpr; }
  151. private:
  152. MaterialPassClass * MaterialPass;
  153. MeshClass * Mesh;
  154. MatPassTaskClass * NextVisible;
  155. };
  156. DEFINE_AUTO_POOL(MatPassTaskClass, 256);
  157. // ----------------------------------------------------------------------------
  158. inline static bool Equal_Material(const VertexMaterialClass* mat1,const VertexMaterialClass* mat2)
  159. {
  160. int crc0 = mat1 ? mat1->Get_CRC() : 0;
  161. int crc1 = mat2 ? mat2->Get_CRC() : 0;
  162. return (crc0 == crc1);
  163. }
  164. DX8TextureCategoryClass::DX8TextureCategoryClass(
  165. DX8FVFCategoryContainer* container_,
  166. TextureClass** texs,
  167. ShaderClass shd,
  168. VertexMaterialClass* mat,
  169. int pass_)
  170. :
  171. pass(pass_),
  172. shader(shd),
  173. render_task_head(NULL),
  174. material(mat),
  175. container(container_)
  176. {
  177. WWASSERT(pass>=0);
  178. WWASSERT(pass<DX8FVFCategoryContainer::MAX_PASSES);
  179. for (int a=0;a<MAX_TEXTURE_STAGES;++a) {
  180. textures[a]=NULL;
  181. REF_PTR_SET(textures[a],texs[a]);
  182. }
  183. if (material) material->Add_Ref();
  184. }
  185. DX8TextureCategoryClass::~DX8TextureCategoryClass()
  186. {
  187. // Unregistering the mesh where polygon renderers are connected to kills all polygon renderers
  188. while (DX8PolygonRendererClass* p_renderer=PolygonRendererList.Get_Head()) {
  189. TheDX8MeshRenderer.Unregister_Mesh_Type(p_renderer->Get_Mesh_Model_Class());
  190. }
  191. for (int a=0;a<MAX_TEXTURE_STAGES;++a) {
  192. REF_PTR_RELEASE(textures[a]);
  193. }
  194. REF_PTR_RELEASE(material);
  195. }
  196. void DX8TextureCategoryClass::Add_Render_Task(DX8PolygonRendererClass * p_renderer,MeshClass * p_mesh)
  197. {
  198. PolyRenderTaskClass * new_prt = new PolyRenderTaskClass(p_renderer,p_mesh);
  199. new_prt->Set_Next_Visible(render_task_head);
  200. render_task_head = new_prt;
  201. container->Add_Visible_Texture_Category(this,pass);
  202. }
  203. void DX8TextureCategoryClass::Add_Polygon_Renderer(DX8PolygonRendererClass* p_renderer,DX8PolygonRendererClass* add_after_this)
  204. {
  205. WWASSERT(p_renderer!=NULL);
  206. WWASSERT(!PolygonRendererList.Contains(p_renderer));
  207. if (add_after_this != NULL) {
  208. bool res = PolygonRendererList.Add_After(p_renderer,add_after_this,false);
  209. WWASSERT(res != NULL);
  210. } else {
  211. PolygonRendererList.Add(p_renderer);
  212. }
  213. p_renderer->Set_Texture_Category(this);
  214. }
  215. void DX8TextureCategoryClass::Remove_Polygon_Renderer(DX8PolygonRendererClass* p_renderer)
  216. {
  217. PolygonRendererList.Remove(p_renderer);
  218. p_renderer->Set_Texture_Category(NULL);
  219. if (PolygonRendererList.Peek_Head() == NULL) {
  220. container->Remove_Texture_Category(this);
  221. texture_category_delete_list.Add_Tail(this);
  222. }
  223. }
  224. void DX8FVFCategoryContainer::Remove_Texture_Category(DX8TextureCategoryClass* tex_category)
  225. {
  226. for (unsigned pass=0;pass<passes;++pass) {
  227. texture_category_list[pass].Remove(tex_category);
  228. }
  229. for (pass=0; pass<passes; pass++) {
  230. // If any of the texture category lists has anything in it, no need to delete this container
  231. if (texture_category_list[pass].Peek_Head() != NULL) return;
  232. }
  233. fvf_category_container_delete_list.Add_Tail(this);
  234. }
  235. void DX8FVFCategoryContainer::Add_Visible_Material_Pass(MaterialPassClass * pass,MeshClass * mesh)
  236. {
  237. MatPassTaskClass * new_mpr = new MatPassTaskClass(pass,mesh);
  238. if (visible_matpass_head == NULL) {
  239. WWASSERT(visible_matpass_tail == NULL);
  240. visible_matpass_head = new_mpr;
  241. } else {
  242. WWASSERT(visible_matpass_tail != NULL);
  243. visible_matpass_tail->Set_Next_Visible(new_mpr);
  244. }
  245. visible_matpass_tail = new_mpr;
  246. AnythingToRender=true;
  247. }
  248. void DX8FVFCategoryContainer::Render_Procedural_Material_Passes(void)
  249. {
  250. // additional passes
  251. MatPassTaskClass * mpr = visible_matpass_head;
  252. MatPassTaskClass * last_mpr = NULL;
  253. bool renderTasksRemaining=false;
  254. while (mpr != NULL) {
  255. MeshClass * mesh = mpr->Peek_Mesh();
  256. if (mesh->Get_Base_Vertex_Offset() == VERTEX_BUFFER_OVERFLOW) //check if this mesh is valid
  257. { //skip this mesh so it gets rendered later after vertices are filled in.
  258. last_mpr = mpr;
  259. mpr = mpr->Get_Next_Visible();
  260. renderTasksRemaining = true;
  261. continue;
  262. }
  263. mpr->Peek_Mesh()->Render_Material_Pass(mpr->Peek_Material_Pass(),index_buffer);
  264. MatPassTaskClass * next_mpr = mpr->Get_Next_Visible();
  265. // remove from list, then delete
  266. if (last_mpr == NULL) {
  267. visible_matpass_head = next_mpr;
  268. } else {
  269. last_mpr->Set_Next_Visible(next_mpr);
  270. }
  271. delete mpr;
  272. mpr = next_mpr;
  273. }
  274. visible_matpass_tail = renderTasksRemaining ? last_mpr : NULL;
  275. }
  276. void DX8TextureCategoryClass::Log(bool only_visible)
  277. {
  278. #ifdef ENABLE_CATEGORY_LOG
  279. StringClass work(255,true);
  280. work.Format(" DX8TextureCategoryClass\n");
  281. WWDEBUG_SAY((work));
  282. StringClass work2(255,true);
  283. for (int stage=0;stage<MAX_TEXTURE_STAGES;++stage) {
  284. work2.Format(" texture[%d]: %x (%s)\n", stage, textures[stage], textures[stage] ? textures[stage]->Get_Name() : "-");
  285. work+=work2;
  286. }
  287. work2.Format(" material: %x (%s)\n shader: %x\n", material, material ? material->Get_Name() : "-", shader);
  288. work+=work2;
  289. WWDEBUG_SAY((work));
  290. work.Format(" %8s %8s %6s %6s %6s %5s %s\n",
  291. "idx_cnt",
  292. "poly_cnt",
  293. "i_offs",
  294. "min_vi",
  295. "vi_rng",
  296. "ident",
  297. "name");
  298. WWDEBUG_SAY((work));
  299. DX8PolygonRendererListIterator it(&PolygonRendererList);
  300. while (!it.Is_Done()) {
  301. DX8PolygonRendererClass* p_renderer = it.Peek_Obj();
  302. PolyRenderTaskClass * prtc=render_task_head;
  303. while (prtc) {
  304. if (prtc->Peek_Polygon_Renderer()==p_renderer) break;
  305. prtc = prtc->Get_Next_Visible();
  306. }
  307. if (prtc != NULL) {
  308. WWDEBUG_SAY(("+"));
  309. p_renderer->Log();
  310. } else {
  311. if (!only_visible) {
  312. WWDEBUG_SAY(("-"));
  313. p_renderer->Log();
  314. }
  315. }
  316. it.Next();
  317. }
  318. #endif
  319. }
  320. // ----------------------------------------------------------------------------
  321. DX8FVFCategoryContainer::DX8FVFCategoryContainer(unsigned FVF_,bool sorting_)
  322. :
  323. FVF(FVF_),
  324. sorting(sorting_),
  325. visible_matpass_head(NULL),
  326. visible_matpass_tail(NULL),
  327. index_buffer(0),
  328. used_indices(0),
  329. passes(MAX_PASSES),
  330. uv_coordinate_channels(0),
  331. AnythingToRender(false)
  332. {
  333. if ((FVF&D3DFVF_TEX1)==D3DFVF_TEX1) uv_coordinate_channels=1;
  334. if ((FVF&D3DFVF_TEX2)==D3DFVF_TEX2) uv_coordinate_channels=2;
  335. if ((FVF&D3DFVF_TEX3)==D3DFVF_TEX3) uv_coordinate_channels=3;
  336. if ((FVF&D3DFVF_TEX4)==D3DFVF_TEX4) uv_coordinate_channels=4;
  337. if ((FVF&D3DFVF_TEX5)==D3DFVF_TEX5) uv_coordinate_channels=5;
  338. if ((FVF&D3DFVF_TEX6)==D3DFVF_TEX6) uv_coordinate_channels=6;
  339. if ((FVF&D3DFVF_TEX7)==D3DFVF_TEX7) uv_coordinate_channels=7;
  340. if ((FVF&D3DFVF_TEX8)==D3DFVF_TEX8) uv_coordinate_channels=8;
  341. }
  342. // ----------------------------------------------------------------------------
  343. DX8FVFCategoryContainer::~DX8FVFCategoryContainer()
  344. {
  345. REF_PTR_RELEASE(index_buffer);
  346. for (unsigned p=0;p<passes;++p) {
  347. while (DX8TextureCategoryClass * tex = texture_category_list[p].Remove_Head()) {
  348. delete tex;
  349. }
  350. }
  351. }
  352. // ----------------------------------------------------------------------------
  353. DX8TextureCategoryClass* DX8FVFCategoryContainer::Find_Matching_Texture_Category(
  354. TextureClass* texture,
  355. unsigned pass,
  356. unsigned stage,
  357. DX8TextureCategoryClass* ref_category)
  358. {
  359. // Find texture category which matches ref_category's properties but has 'texture' on given pass and stage.
  360. DX8TextureCategoryClass* dest_tex_category=NULL;
  361. TextureCategoryListIterator dest_it(&texture_category_list[pass]);
  362. while (!dest_it.Is_Done()) {
  363. if (dest_it.Peek_Obj()->Peek_Texture(stage)==texture) {
  364. // Compare all stage's textures
  365. dest_tex_category=dest_it.Peek_Obj();
  366. bool all_textures_same = true;
  367. for (unsigned int s = 0; s < MeshMatDescClass::MAX_TEX_STAGES; s++) {
  368. if (stage!=s) {
  369. all_textures_same = all_textures_same && (dest_tex_category->Peek_Texture(s) == ref_category->Peek_Texture(s));
  370. }
  371. }
  372. if (all_textures_same &&
  373. Equal_Material(dest_tex_category->Peek_Material(),ref_category->Peek_Material()) &&
  374. dest_tex_category->Get_Shader()==ref_category->Get_Shader()) {
  375. return dest_tex_category;
  376. }
  377. }
  378. dest_it.Next();
  379. }
  380. return NULL;
  381. }
  382. DX8TextureCategoryClass* DX8FVFCategoryContainer::Find_Matching_Texture_Category(
  383. VertexMaterialClass* vmat,
  384. unsigned pass,
  385. DX8TextureCategoryClass* ref_category)
  386. {
  387. // Find texture category which matches ref_category's properties but has 'vmat' on given pass
  388. DX8TextureCategoryClass* dest_tex_category=NULL;
  389. TextureCategoryListIterator dest_it(&texture_category_list[pass]);
  390. while (!dest_it.Is_Done()) {
  391. if (Equal_Material(dest_it.Peek_Obj()->Peek_Material(),vmat)) {
  392. // Compare all stage's textures
  393. dest_tex_category=dest_it.Peek_Obj();
  394. bool all_textures_same = true;
  395. for (unsigned int s = 0; s < MeshMatDescClass::MAX_TEX_STAGES; s++)
  396. all_textures_same = all_textures_same && (dest_tex_category->Peek_Texture(s) == ref_category->Peek_Texture(s));
  397. if (all_textures_same &&
  398. dest_tex_category->Get_Shader()==ref_category->Get_Shader()) {
  399. return dest_tex_category;
  400. }
  401. }
  402. dest_it.Next();
  403. }
  404. return NULL;
  405. }
  406. void DX8FVFCategoryContainer::Change_Polygon_Renderer_Texture(
  407. DX8PolygonRendererList& polygon_renderer_list,
  408. TextureClass* texture,
  409. TextureClass* new_texture,
  410. unsigned pass,
  411. unsigned stage)
  412. {
  413. WWASSERT(pass<passes);
  414. PolyRemoverList prl;
  415. bool foundtexture=false;
  416. if (texture==new_texture) return;
  417. // Find source texture category, then find all polygon renderers who belong to that category
  418. // and move them to destination category.
  419. TextureCategoryListIterator src_it(&texture_category_list[pass]);
  420. while (!src_it.Is_Done()) {
  421. DX8TextureCategoryClass* src_tex_category=src_it.Peek_Obj();
  422. if (src_tex_category->Peek_Texture(stage)==texture) {
  423. foundtexture=true;
  424. DX8PolygonRendererListIterator poly_it(&polygon_renderer_list);
  425. while (!poly_it.Is_Done()) {
  426. // If source texture category contains polygon renderer, move to destination category
  427. DX8PolygonRendererClass* polygon_renderer=poly_it.Peek_Obj();
  428. DX8TextureCategoryClass *prc=polygon_renderer->Get_Texture_Category();
  429. if (prc==src_tex_category) {
  430. DX8TextureCategoryClass* dest_tex_category=Find_Matching_Texture_Category(new_texture,pass,stage,src_tex_category);
  431. if (!dest_tex_category) {
  432. TextureClass * tmp_textures[MeshMatDescClass::MAX_TEX_STAGES];
  433. for (int s=0;s<MeshMatDescClass::MAX_TEX_STAGES;++s) {
  434. tmp_textures[s]=src_tex_category->Peek_Texture(s);
  435. }
  436. tmp_textures[stage]=new_texture;
  437. DX8TextureCategoryClass * new_tex_category=W3DNEW DX8TextureCategoryClass(
  438. this,
  439. tmp_textures,
  440. src_tex_category->Get_Shader(),
  441. const_cast<VertexMaterialClass*>(src_tex_category->Peek_Material()),
  442. pass);
  443. /*
  444. ** Add the texture category object into the list, immediately after any existing
  445. ** texture category object which uses the same texture. This will result in
  446. ** the list always having matching texture categories next to each other.
  447. */
  448. bool found_similar_category = false;
  449. TextureCategoryListIterator tex_it(&texture_category_list[pass]);
  450. while (!tex_it.Is_Done()) {
  451. // Categorize according to first stage's texture for now
  452. if (tex_it.Peek_Obj()->Peek_Texture(0) == tmp_textures[0]) {
  453. texture_category_list[pass].Add_After(new_tex_category,tex_it.Peek_Obj());
  454. found_similar_category = true;
  455. break;
  456. }
  457. tex_it.Next();
  458. }
  459. if (!found_similar_category) {
  460. texture_category_list[pass].Add_Tail(new_tex_category);
  461. }
  462. dest_tex_category=new_tex_category;
  463. }
  464. PolyRemover *rem=W3DNEW PolyRemover;
  465. rem->src=src_tex_category;
  466. rem->dest=dest_tex_category;
  467. rem->pr=polygon_renderer;
  468. prl.Add(rem);
  469. }
  470. poly_it.Next();
  471. } // while
  472. } //if src_texture==texture
  473. else
  474. // quit loop if we've got a texture change
  475. if (foundtexture) break;
  476. src_it.Next();
  477. } // while
  478. PolyRemoverListIterator prli(&prl);
  479. while (!prli.Is_Done())
  480. {
  481. PolyRemover *rem=prli.Peek_Obj();
  482. rem->src->Remove_Polygon_Renderer(rem->pr);
  483. rem->dest->Add_Polygon_Renderer(rem->pr);
  484. prli.Remove_Current_Object();
  485. delete rem;
  486. }
  487. }
  488. void DX8FVFCategoryContainer::Change_Polygon_Renderer_Material(
  489. DX8PolygonRendererList& polygon_renderer_list,
  490. VertexMaterialClass* vmat,
  491. VertexMaterialClass* new_vmat,
  492. unsigned pass)
  493. {
  494. WWASSERT(pass<passes);
  495. PolyRemoverList prl;
  496. bool foundtexture=false;
  497. if (vmat==new_vmat) return;
  498. // Find source texture category, then find all polygon renderers who belong to that category
  499. // and move them to destination category.
  500. TextureCategoryListIterator src_it(&texture_category_list[pass]);
  501. while (!src_it.Is_Done()) {
  502. DX8TextureCategoryClass* src_tex_category=src_it.Peek_Obj();
  503. if (src_tex_category->Peek_Material()==vmat) {
  504. DX8PolygonRendererListIterator poly_it(&polygon_renderer_list);
  505. while (!poly_it.Is_Done()) {
  506. // If source texture category contains polygon renderer, move to destination category
  507. DX8PolygonRendererClass* polygon_renderer=poly_it.Peek_Obj();
  508. DX8TextureCategoryClass *prc=polygon_renderer->Get_Texture_Category();
  509. if (prc==src_tex_category) {
  510. foundtexture=true;
  511. DX8TextureCategoryClass* dest_tex_category=Find_Matching_Texture_Category(new_vmat,pass,src_tex_category);
  512. if (!dest_tex_category) {
  513. TextureClass * tmp_textures[MeshMatDescClass::MAX_TEX_STAGES];
  514. for (int s=0;s<MeshMatDescClass::MAX_TEX_STAGES;++s) {
  515. tmp_textures[s]=src_tex_category->Peek_Texture(s);
  516. }
  517. DX8TextureCategoryClass * new_tex_category=W3DNEW DX8TextureCategoryClass(
  518. this,
  519. tmp_textures,
  520. src_tex_category->Get_Shader(),
  521. const_cast<VertexMaterialClass*>(new_vmat),
  522. pass);
  523. /*
  524. ** Add the texture category object into the list, immediately after any existing
  525. ** texture category object which uses the same texture. This will result in
  526. ** the list always having matching texture categories next to each other.
  527. */
  528. bool found_similar_category = false;
  529. TextureCategoryListIterator tex_it(&texture_category_list[pass]);
  530. while (!tex_it.Is_Done()) {
  531. // Categorize according to first stage's texture for now
  532. if (tex_it.Peek_Obj()->Peek_Texture(0) == tmp_textures[0]) {
  533. texture_category_list[pass].Add_After(new_tex_category,tex_it.Peek_Obj());
  534. found_similar_category = true;
  535. break;
  536. }
  537. tex_it.Next();
  538. }
  539. if (!found_similar_category) {
  540. texture_category_list[pass].Add_Tail(new_tex_category);
  541. }
  542. dest_tex_category=new_tex_category;
  543. }
  544. PolyRemover *rem=W3DNEW PolyRemover;
  545. rem->src=src_tex_category;
  546. rem->dest=dest_tex_category;
  547. rem->pr=polygon_renderer;
  548. prl.Add(rem);
  549. }
  550. poly_it.Next();
  551. } // while
  552. } // if
  553. else
  554. if (foundtexture) break;
  555. src_it.Next();
  556. } // while
  557. PolyRemoverListIterator prli(&prl);
  558. while (!prli.Is_Done())
  559. {
  560. PolyRemover *rem=prli.Peek_Obj();
  561. rem->src->Remove_Polygon_Renderer(rem->pr);
  562. rem->dest->Add_Polygon_Renderer(rem->pr);
  563. prli.Remove_Current_Object();
  564. delete rem;
  565. }
  566. }
  567. // ----------------------------------------------------------------------------
  568. unsigned DX8FVFCategoryContainer::Define_FVF(MeshModelClass* mmc,bool enable_lighting)
  569. {
  570. if ((!!mmc->Get_Flag(MeshGeometryClass::SORT)) && WW3D::Is_Sorting_Enabled()) {
  571. return dynamic_fvf_type;
  572. }
  573. unsigned fvf=D3DFVF_XYZ;
  574. int tex_coord_count=mmc->Get_UV_Array_Count();
  575. if (mmc->Get_Color_Array(0,false)) {
  576. fvf|=D3DFVF_DIFFUSE;
  577. }
  578. if (mmc->Get_Color_Array(1,false)) {
  579. fvf|=D3DFVF_SPECULAR;
  580. }
  581. switch (tex_coord_count) {
  582. default:
  583. case 0:
  584. break;
  585. case 1: fvf|=D3DFVF_TEX1; break;
  586. case 2: fvf|=D3DFVF_TEX2; break;
  587. case 3: fvf|=D3DFVF_TEX3; break;
  588. case 4: fvf|=D3DFVF_TEX4; break;
  589. case 5: fvf|=D3DFVF_TEX5; break;
  590. case 6: fvf|=D3DFVF_TEX6; break;
  591. case 7: fvf|=D3DFVF_TEX7; break;
  592. case 8: fvf|=D3DFVF_TEX8; break;
  593. }
  594. if (!mmc->Needs_Vertex_Normals()) { //enable_lighting || mmc->Get_Flag(MeshModelClass::PRELIT_MASK)) {
  595. return fvf;
  596. }
  597. fvf|=D3DFVF_NORMAL; // Realtime-lit
  598. return fvf;
  599. }
  600. // ----------------------------------------------------------------------------
  601. DX8RigidFVFCategoryContainer::DX8RigidFVFCategoryContainer(unsigned FVF,bool sorting_)
  602. :
  603. DX8FVFCategoryContainer(FVF,sorting_),
  604. vertex_buffer(0),
  605. used_vertices(0)
  606. {
  607. }
  608. // ----------------------------------------------------------------------------
  609. DX8RigidFVFCategoryContainer::~DX8RigidFVFCategoryContainer()
  610. {
  611. REF_PTR_RELEASE(vertex_buffer);
  612. }
  613. // ----------------------------------------------------------------------------
  614. void DX8RigidFVFCategoryContainer::Log(bool only_visible)
  615. {
  616. #ifdef ENABLE_CATEGORY_LOG
  617. StringClass work(255,true);
  618. work.Format("DX8RigidFVFCategoryContainer --------------\n");
  619. WWDEBUG_SAY((work));
  620. if (vertex_buffer) {
  621. StringClass fvfname(255,true);
  622. vertex_buffer->FVF_Info().Get_FVF_Name(fvfname);
  623. work.Format("VB size (used/total): %d/%d FVF: %s\n",used_vertices,vertex_buffer->Get_Vertex_Count(),fvfname);
  624. WWDEBUG_SAY((work));
  625. }
  626. else {
  627. WWDEBUG_SAY(("EMPTY VB\n"));
  628. }
  629. if (index_buffer) {
  630. work.Format("IB size (used/total): %d/%d\n",used_indices,index_buffer->Get_Index_Count());
  631. WWDEBUG_SAY((work));
  632. }
  633. else {
  634. WWDEBUG_SAY(("EMPTY IB\n"));
  635. }
  636. for (unsigned p=0;p<passes;++p) {
  637. WWDEBUG_SAY(("Pass: %d\n",p));
  638. TextureCategoryListIterator it(&texture_category_list[p]);
  639. while (!it.Is_Done()) {
  640. it.Peek_Obj()->Log(only_visible);
  641. it.Next();
  642. }
  643. }
  644. #endif
  645. }
  646. // ----------------------------------------------------------------------------
  647. //
  648. // Generic render function for rigid meshes
  649. //
  650. // ----------------------------------------------------------------------------
  651. void DX8RigidFVFCategoryContainer::Render(void)
  652. {
  653. if (!Anything_To_Render()) return;
  654. AnythingToRender=false;
  655. DX8Wrapper::Set_Vertex_Buffer(vertex_buffer);
  656. DX8Wrapper::Set_Index_Buffer(index_buffer,0);
  657. SNAPSHOT_SAY(("DX8RigidFVFCategoryContainer::Render()\n"));
  658. for (unsigned p=0;p<passes;++p) {
  659. SNAPSHOT_SAY(("Pass: %d\n",p));
  660. while (DX8TextureCategoryClass * tex = visible_texture_category_list[p].Remove_Head()) {
  661. tex->Render();
  662. }
  663. }
  664. Render_Procedural_Material_Passes();
  665. }
  666. // ----------------------------------------------------------------------------
  667. bool DX8RigidFVFCategoryContainer::Check_If_Mesh_Fits(MeshModelClass* mmc)
  668. {
  669. if (!vertex_buffer) return true; // No VB created - mesh will fit as a new vb will be created when inserting
  670. unsigned required_vertices=mmc->Get_Vertex_Count();
  671. unsigned available_vertices=vertex_buffer->Get_Vertex_Count()-used_vertices;
  672. unsigned required_polygons=mmc->Get_Polygon_Count();
  673. if (mmc->Get_Gap_Filler()) {
  674. required_polygons+=mmc->Get_Gap_Filler()->Get_Polygon_Count();
  675. }
  676. unsigned required_indices=required_polygons*3*mmc->Get_Pass_Count();
  677. unsigned available_indices=index_buffer->Get_Index_Count()-used_indices;
  678. if (
  679. required_vertices<=available_vertices &&
  680. (required_indices)<=available_indices) {
  681. return true;
  682. }
  683. return false;
  684. }
  685. // ----------------------------------------------------------------------------
  686. class Vertex_Split_Table
  687. {
  688. MeshModelClass* mmc;
  689. bool npatch_enable;
  690. unsigned polygon_count;
  691. Vector3i* polygon_array;
  692. bool allocated_polygon_array;
  693. public:
  694. Vertex_Split_Table(MeshModelClass* mmc_)
  695. :
  696. mmc(mmc_),
  697. npatch_enable(false),
  698. allocated_polygon_array(false)
  699. {
  700. if (DX8Caps::Support_NPatches() && mmc->Needs_Vertex_Normals()) {
  701. if (mmc->Get_Flag(MeshGeometryClass::ALLOW_NPATCHES)) {
  702. npatch_enable=true;
  703. }
  704. }
  705. const GapFillerClass* gap_filler=mmc->Get_Gap_Filler();
  706. polygon_count=mmc->Get_Polygon_Count();
  707. if (gap_filler) polygon_count+=gap_filler->Get_Polygon_Count();
  708. // if (mmc->Get_Gap_Filler_Polygon_Count()) {
  709. allocated_polygon_array=true;
  710. polygon_array=W3DNEWARRAY Vector3i[polygon_count];
  711. memcpy(
  712. polygon_array,
  713. mmc->Get_Polygon_Array(),
  714. mmc->Get_Polygon_Count()*sizeof(Vector3i));
  715. if (gap_filler) {
  716. memcpy(
  717. polygon_array+mmc->Get_Polygon_Count(),
  718. gap_filler->Get_Polygon_Array(),
  719. gap_filler->Get_Polygon_Count()*sizeof(Vector3i));
  720. }
  721. // }
  722. // else {
  723. // polygon_array=const_cast<Vector3i*>(mmc->Get_Polygon_Array());
  724. // }
  725. }
  726. ~Vertex_Split_Table()
  727. {
  728. if (allocated_polygon_array) {
  729. delete[] polygon_array;
  730. }
  731. }
  732. const Vector3* Get_Vertex_Array() const
  733. {
  734. return mmc->Get_Vertex_Array();
  735. }
  736. const Vector3* Get_Vertex_Normal_Array() const
  737. {
  738. return mmc->Get_Vertex_Normal_Array();
  739. }
  740. const unsigned* Get_Color_Array(unsigned index) const
  741. {
  742. return mmc->Get_Color_Array(index,false);
  743. }
  744. const Vector2* Get_UV_Array(unsigned uv_array_index) const
  745. {
  746. return mmc->Get_UV_Array_By_Index(uv_array_index);
  747. }
  748. unsigned Get_Vertex_Count() const
  749. {
  750. return mmc->Get_Vertex_Count();
  751. }
  752. unsigned Get_Polygon_Count() const
  753. {
  754. return polygon_count;
  755. }
  756. unsigned Get_Pass_Count() const
  757. {
  758. return mmc->Get_Pass_Count();
  759. }
  760. TextureClass* Peek_Texture(unsigned idx,unsigned pass,unsigned stage)
  761. {
  762. if (mmc->Has_Texture_Array(pass,stage)) {
  763. if (idx>=unsigned(mmc->Get_Polygon_Count())) {
  764. WWASSERT(mmc->Get_Gap_Filler());
  765. return mmc->Get_Gap_Filler()->Get_Texture_Array(pass,stage)[idx-mmc->Get_Polygon_Count()];
  766. }
  767. return mmc->Peek_Texture(idx,pass,stage);
  768. }
  769. return mmc->Peek_Single_Texture(pass,stage);
  770. }
  771. VertexMaterialClass* Peek_Material(unsigned idx,unsigned pass)
  772. {
  773. if (mmc->Has_Material_Array(pass)) {
  774. if (idx>=unsigned(mmc->Get_Polygon_Count())) {
  775. WWASSERT(mmc->Get_Gap_Filler());
  776. return mmc->Get_Gap_Filler()->Get_Material_Array(pass)[idx-mmc->Get_Polygon_Count()];
  777. }
  778. return mmc->Peek_Material(mmc->Get_Polygon_Array()[idx][0],pass);
  779. }
  780. return mmc->Peek_Single_Material(pass);
  781. }
  782. ShaderClass Peek_Shader(unsigned idx,unsigned pass)
  783. {
  784. if (mmc->Has_Shader_Array(pass)) {
  785. ShaderClass shader;
  786. if (idx>=unsigned(mmc->Get_Polygon_Count())) {
  787. WWASSERT(mmc->Get_Gap_Filler());
  788. shader=mmc->Get_Gap_Filler()->Get_Shader_Array(pass)[idx-mmc->Get_Polygon_Count()];
  789. }
  790. else shader=mmc->Get_Shader(idx,pass);
  791. if (npatch_enable) {
  792. shader.Set_NPatch_Enable(ShaderClass::NPATCH_ENABLE);
  793. }
  794. return shader;
  795. }
  796. if (!npatch_enable) return mmc->Get_Single_Shader(pass);
  797. ShaderClass shader=mmc->Get_Single_Shader(pass);
  798. shader.Set_NPatch_Enable(ShaderClass::NPATCH_ENABLE);
  799. return shader;
  800. }
  801. MeshModelClass* Get_Mesh_Model_Class()
  802. {
  803. return mmc;
  804. }
  805. unsigned* Get_Polygon_Array(unsigned pass)
  806. {
  807. return (unsigned*)polygon_array;
  808. }
  809. };
  810. // ----------------------------------------------------------------------------
  811. void DX8RigidFVFCategoryContainer::Add_Mesh(MeshModelClass* mmc_)
  812. {
  813. WWASSERT(Check_If_Mesh_Fits(mmc_));
  814. Vertex_Split_Table split_table(mmc_);
  815. int needed_vertices=split_table.Get_Vertex_Count();
  816. /*
  817. ** This FVFCategoryContainer doesn't have a vertex buffer yet so allocate one big
  818. ** enough to contain this mesh.
  819. */
  820. if (!vertex_buffer) {
  821. int vb_size=4000;
  822. if (vb_size<needed_vertices) vb_size=needed_vertices;
  823. if (sorting) {
  824. vertex_buffer=NEW_REF(SortingVertexBufferClass,(vb_size));
  825. WWASSERT(vertex_buffer->FVF_Info().Get_FVF()==FVF); // Only one sorting FVF type!
  826. }
  827. else {
  828. vertex_buffer=NEW_REF(DX8VertexBufferClass,(
  829. FVF,
  830. vb_size,
  831. (DX8Caps::Support_NPatches() && WW3D::Get_NPatches_Level()>1) ? DX8VertexBufferClass::USAGE_NPATCHES : DX8VertexBufferClass::USAGE_DEFAULT));
  832. }
  833. }
  834. /*
  835. ** Append this mesh's vertices to the vertex buffer.
  836. */
  837. VertexBufferClass::AppendLockClass l(vertex_buffer,used_vertices,split_table.Get_Vertex_Count());
  838. const FVFInfoClass fi=vertex_buffer->FVF_Info();
  839. unsigned char *vb=(unsigned char*) l.Get_Vertex_Array();
  840. unsigned int i;
  841. const Vector3 *locs=split_table.Get_Vertex_Array();
  842. const Vector3 *norms=split_table.Get_Vertex_Normal_Array();
  843. const unsigned *diffuse=split_table.Get_Color_Array(0);
  844. const unsigned *specular=split_table.Get_Color_Array(1);
  845. for (i=0; i<split_table.Get_Vertex_Count(); i++)
  846. {
  847. *(Vector3*)(vb+fi.Get_Location_Offset())=locs[i];
  848. if ((FVF&D3DFVF_NORMAL)==D3DFVF_NORMAL && norms) {
  849. *(Vector3*)(vb+fi.Get_Normal_Offset())=norms[i];
  850. }
  851. if ((FVF&D3DFVF_DIFFUSE)==D3DFVF_DIFFUSE) {
  852. if (diffuse) {
  853. *(unsigned int*)(vb+fi.Get_Diffuse_Offset())=diffuse[i];
  854. } else {
  855. *(unsigned int*)(vb+fi.Get_Diffuse_Offset()) = 0xFFFFFFFF;
  856. }
  857. }
  858. if ((FVF&D3DFVF_SPECULAR)==D3DFVF_SPECULAR) {
  859. if (specular) {
  860. *(unsigned int*)(vb+fi.Get_Specular_Offset())=specular[i];
  861. } else {
  862. *(unsigned int*)(vb+fi.Get_Specular_Offset()) = 0xFFFFFFFF;
  863. }
  864. }
  865. vb+=fi.Get_FVF_Size();
  866. }
  867. /*
  868. ** Append the UV coordinates to the vertex buffer
  869. */
  870. int uvcount = 0;
  871. if ((FVF&D3DFVF_TEX1) == D3DFVF_TEX1) {
  872. uvcount = 1;
  873. }
  874. if ((FVF&D3DFVF_TEX2) == D3DFVF_TEX2) {
  875. uvcount = 2;
  876. }
  877. if ((FVF&D3DFVF_TEX3) == D3DFVF_TEX3) {
  878. uvcount = 3;
  879. }
  880. if ((FVF&D3DFVF_TEX4) == D3DFVF_TEX4) {
  881. uvcount = 4;
  882. }
  883. if ((FVF&D3DFVF_TEX5) == D3DFVF_TEX5) {
  884. uvcount = 5;
  885. }
  886. if ((FVF&D3DFVF_TEX6) == D3DFVF_TEX6) {
  887. uvcount = 6;
  888. }
  889. if ((FVF&D3DFVF_TEX7) == D3DFVF_TEX7) {
  890. uvcount = 7;
  891. }
  892. if ((FVF&D3DFVF_TEX8) == D3DFVF_TEX8) {
  893. uvcount = 8;
  894. }
  895. for (int j=0; j<uvcount; j++) {
  896. unsigned char *vb=(unsigned char*) l.Get_Vertex_Array();
  897. const Vector2*uvs=split_table.Get_UV_Array(j);
  898. if (uvs) {
  899. for (i=0; i<split_table.Get_Vertex_Count(); i++)
  900. {
  901. *(Vector2*)(vb+fi.Get_Tex_Offset(j))=uvs[i];
  902. vb+=fi.Get_FVF_Size();
  903. }
  904. }
  905. }
  906. Generate_Texture_Categories(split_table,used_vertices);
  907. used_vertices+=needed_vertices;//vertex_count;
  908. }
  909. void DX8FVFCategoryContainer::Insert_To_Texture_Category(
  910. Vertex_Split_Table& split_table,
  911. TextureClass** texs,
  912. VertexMaterialClass* mat,
  913. ShaderClass shader,
  914. int pass,
  915. unsigned vertex_offset)
  916. {
  917. /*
  918. ** Try to find a DX8TextureCategoryClass in this FVF container which matches the
  919. ** given textures(one per stage), material and shader combination.
  920. */
  921. bool fit_in_existing_category = false;
  922. TextureCategoryListIterator it(&texture_category_list[pass]);
  923. while (!it.Is_Done()) {
  924. DX8TextureCategoryClass * tex_category=it.Peek_Obj();
  925. // Compare all stage's textures
  926. bool all_textures_same = true;
  927. for (unsigned int stage = 0; stage < MeshMatDescClass::MAX_TEX_STAGES; stage++) {
  928. all_textures_same = all_textures_same && (tex_category->Peek_Texture(stage) == texs[stage]);
  929. }
  930. if (all_textures_same && Equal_Material(tex_category->Peek_Material(),mat) && tex_category->Get_Shader()==shader) {
  931. used_indices+=tex_category->Add_Mesh(split_table,vertex_offset,used_indices,index_buffer,pass);
  932. fit_in_existing_category = true;
  933. break;
  934. }
  935. it.Next();
  936. }
  937. if (!fit_in_existing_category) {
  938. DX8TextureCategoryClass * new_tex_category=W3DNEW DX8TextureCategoryClass(this,texs,shader,mat,pass);
  939. used_indices+=new_tex_category->Add_Mesh(split_table,vertex_offset,used_indices,index_buffer,pass);
  940. /*
  941. ** Add the texture category object into the list, immediately after any existing
  942. ** texture category object which uses the same texture. This will result in
  943. ** the list always having matching texture categories next to each other.
  944. */
  945. bool found_similar_category = false;
  946. TextureCategoryListIterator it(&texture_category_list[pass]);
  947. while (!it.Is_Done()) {
  948. // Categorize according to first stage's texture for now
  949. if (it.Peek_Obj()->Peek_Texture(0) == texs[0]) {
  950. texture_category_list[pass].Add_After(new_tex_category,it.Peek_Obj());
  951. found_similar_category = true;
  952. break;
  953. }
  954. it.Next();
  955. }
  956. if (!found_similar_category) {
  957. texture_category_list[pass].Add_Tail(new_tex_category);
  958. }
  959. }
  960. }
  961. const unsigned MAX_ADDED_TYPE_COUNT=64;
  962. struct Textures_Material_And_Shader_Booking_Struct
  963. {
  964. TextureClass* added_textures[MeshMatDescClass::MAX_TEX_STAGES][MAX_ADDED_TYPE_COUNT];
  965. VertexMaterialClass* added_materials[MAX_ADDED_TYPE_COUNT];
  966. ShaderClass added_shaders[MAX_ADDED_TYPE_COUNT];
  967. unsigned added_type_count;
  968. Textures_Material_And_Shader_Booking_Struct() : added_type_count(0) {}
  969. bool Add_Textures_Material_And_Shader(TextureClass** texs, VertexMaterialClass* mat, ShaderClass shd)
  970. {
  971. for (unsigned a=0;a<added_type_count;++a) {
  972. // Compare textures
  973. bool all_textures_same = true;
  974. for (unsigned int stage = 0; stage < MeshMatDescClass::MAX_TEX_STAGES; stage++) {
  975. all_textures_same = all_textures_same && (texs[stage] == added_textures[stage][a]);
  976. }
  977. if (all_textures_same && Equal_Material(mat,added_materials[a]) && shd==added_shaders[a]) {
  978. return false;
  979. }
  980. }
  981. WWASSERT(added_type_count<MAX_ADDED_TYPE_COUNT);
  982. for (unsigned int stage = 0; stage < MeshMatDescClass::MAX_TEX_STAGES; stage++) {
  983. added_textures[stage][added_type_count]=texs[stage];
  984. }
  985. added_materials[added_type_count]=mat;
  986. added_shaders[added_type_count]=shd;
  987. added_type_count++;
  988. return true;
  989. }
  990. };
  991. void DX8FVFCategoryContainer::Generate_Texture_Categories(Vertex_Split_Table& split_table,unsigned vertex_offset)
  992. {
  993. int polygon_count=split_table.Get_Polygon_Count();
  994. int index_count=polygon_count*3*split_table.Get_Pass_Count();
  995. /*
  996. ** If we don't have an index buffer yet, allocate one. Make it hold at least 12000 entries,
  997. ** more if the mesh requires it.
  998. */
  999. if (!index_buffer) {
  1000. int ib_size=12000;
  1001. if (ib_size<index_count) ib_size=index_count;
  1002. if (sorting) {
  1003. index_buffer=NEW_REF(SortingIndexBufferClass,(ib_size));
  1004. }
  1005. else {
  1006. index_buffer=NEW_REF(DX8IndexBufferClass,(
  1007. ib_size,
  1008. (DX8Caps::Support_NPatches() && WW3D::Get_NPatches_Level()>1) ? DX8IndexBufferClass::USAGE_NPATCHES : DX8IndexBufferClass::USAGE_DEFAULT));
  1009. }
  1010. }
  1011. for (unsigned pass=0;pass<split_table.Get_Pass_Count();++pass) {
  1012. Textures_Material_And_Shader_Booking_Struct textures_material_and_shader_booking;
  1013. unsigned old_used_indices=used_indices;
  1014. for (int i=0;i<polygon_count;++i) {
  1015. TextureClass* textures[MeshMatDescClass::MAX_TEX_STAGES];
  1016. WWASSERT(MAX_TEXTURE_STAGES==MeshMatDescClass::MAX_TEX_STAGES);
  1017. for (int stage=0;stage<MeshMatDescClass::MAX_TEX_STAGES;stage++) {
  1018. textures[stage]=split_table.Peek_Texture(i,pass,stage);
  1019. }
  1020. VertexMaterialClass* mat=split_table.Peek_Material(i,pass);
  1021. ShaderClass shader=split_table.Peek_Shader(i,pass);
  1022. if (!textures_material_and_shader_booking.Add_Textures_Material_And_Shader(textures,mat,shader)) continue;
  1023. Insert_To_Texture_Category(split_table,textures,mat,shader,pass,vertex_offset);
  1024. }
  1025. int new_inds=used_indices-old_used_indices;
  1026. WWASSERT(new_inds<=polygon_count*3);
  1027. }
  1028. }
  1029. // ----------------------------------------------------------------------------
  1030. DX8SkinFVFCategoryContainer::DX8SkinFVFCategoryContainer(bool sorting)
  1031. :
  1032. DX8FVFCategoryContainer(DX8_FVF_XYZNUV1,sorting),
  1033. VisibleVertexCount(0),
  1034. VisibleSkinHead(NULL),
  1035. VisibleSkinTail(NULL)
  1036. {
  1037. }
  1038. // ----------------------------------------------------------------------------
  1039. DX8SkinFVFCategoryContainer::~DX8SkinFVFCategoryContainer()
  1040. {
  1041. }
  1042. // ----------------------------------------------------------------------------
  1043. void DX8SkinFVFCategoryContainer::Log(bool only_visible)
  1044. {
  1045. #ifdef ENABLE_CATEGORY_LOG
  1046. StringClass work(255,true);
  1047. work.Format("DX8SkinFVFCategoryContainer --------------\n");
  1048. WWDEBUG_SAY((work));
  1049. if (index_buffer) {
  1050. work.Format("IB size (used/total): %d/%d\n",used_indices,index_buffer->Get_Index_Count());
  1051. WWDEBUG_SAY((work));
  1052. }
  1053. else {
  1054. WWDEBUG_SAY(("EMPTY IB\n"));
  1055. }
  1056. for (unsigned pass=0;pass<passes;++pass) {
  1057. TextureCategoryListIterator it(&texture_category_list[pass]);
  1058. while (!it.Is_Done()) {
  1059. it.Peek_Obj()->Log(only_visible);
  1060. it.Next();
  1061. }
  1062. }
  1063. #endif
  1064. }
  1065. // ----------------------------------------------------------------------------
  1066. void DX8SkinFVFCategoryContainer::Render(void)
  1067. {
  1068. SNAPSHOT_SAY(("DX8SkinFVFCategoryContainer::Render()\n"));
  1069. if (!Anything_To_Render()) {
  1070. SNAPSHOT_SAY(("Nothing to render\n"));
  1071. return;
  1072. }
  1073. AnythingToRender=false;
  1074. DX8Wrapper::Set_Vertex_Buffer(NULL); // Free up the reference to the current vertex buffer
  1075. // (in case it is the dynamic, which may have to be resized)
  1076. //'Generals' customization to allow more than 65535 vertices
  1077. unsigned int maxVertexCount=VisibleVertexCount;
  1078. if (maxVertexCount > 65535)
  1079. { //clamp vertex count to maximum size that can be indexed by 16-bit index
  1080. maxVertexCount = 65535;
  1081. }
  1082. DynamicVBAccessClass vb(
  1083. sorting ? BUFFER_TYPE_DYNAMIC_SORTING : BUFFER_TYPE_DYNAMIC_DX8,
  1084. dynamic_fvf_type,
  1085. maxVertexCount);
  1086. SNAPSHOT_SAY(("DynamicVBAccess - %s - %d vertices\n",sorting ? "sorting" : "non-sorting",VisibleVertexCount));
  1087. unsigned int renderedVertexCount=0;
  1088. MeshClass * mesh = VisibleSkinHead;
  1089. MeshClass * remainingMesh = VisibleSkinHead;
  1090. while (renderedVertexCount < VisibleVertexCount)
  1091. { mesh = remainingMesh;
  1092. { DynamicVBAccessClass::WriteLockClass l(&vb);
  1093. VertexFormatXYZNDUV2 * dest_verts = l.Get_Formatted_Vertex_Array();
  1094. unsigned vertex_offset=0;
  1095. remainingMesh = NULL;
  1096. while (mesh != NULL) {
  1097. MeshModelClass * mmc = mesh->Peek_Model();
  1098. int mesh_vertex_count=mmc->Get_Vertex_Count();
  1099. //'Generals' mod to deal with cases where not all meshes fit in VB.
  1100. if (vertex_offset+mesh_vertex_count > maxVertexCount || remainingMesh)
  1101. { //flag mesh so we know it didn't fit in the vertex buffer
  1102. mesh->Set_Base_Vertex_Offset(VERTEX_BUFFER_OVERFLOW);
  1103. if (remainingMesh == NULL)
  1104. remainingMesh = mesh; //start of meshes that didn't fit in buffer
  1105. mesh = mesh->Peek_Next_Visible_Skin(); //skip rendering this mesh
  1106. continue;
  1107. }
  1108. WWASSERT((vertex_offset+mesh_vertex_count)<=VisibleVertexCount);
  1109. DX8_RECORD_SKIN_RENDER(mesh->Get_Num_Polys(),mesh_vertex_count);
  1110. if (_TempVertexBuffer.Length() < mesh_vertex_count) _TempVertexBuffer.Resize(mesh_vertex_count);
  1111. if (_TempNormalBuffer.Length() < mesh_vertex_count) _TempNormalBuffer.Resize(mesh_vertex_count);
  1112. Vector3* loc=&(_TempVertexBuffer[0]);
  1113. Vector3* norm=&(_TempNormalBuffer[0]);
  1114. const Vector2* uv0=mmc->Get_UV_Array_By_Index(0);
  1115. const Vector2* uv1=mmc->Get_UV_Array_By_Index(1);
  1116. const unsigned* diffuse=mmc->Get_Color_Array(0,false);
  1117. VertexFormatXYZNDUV2* verts=dest_verts+vertex_offset;
  1118. // mesh->Compose_Deformed_Vertex_Buffer(verts,uv0,uv1,diffuse);
  1119. mesh->Get_Deformed_Vertices(loc,norm);
  1120. for (int v=0;v<mesh_vertex_count;++v) {
  1121. verts[v].x=(*loc)[0];
  1122. verts[v].y=(*loc)[1];
  1123. verts[v].z=(*loc)[2];
  1124. verts[v].nx=(*norm)[0];
  1125. verts[v].ny=(*norm)[1];
  1126. verts[v].nz=(*norm)[2];
  1127. if (diffuse) {
  1128. verts[v].diffuse=*diffuse++;
  1129. }
  1130. else {
  1131. verts[v].diffuse=0;
  1132. }
  1133. if (uv0) {
  1134. verts[v].u1=(*uv0)[0];
  1135. verts[v].v1=(*uv0)[1];
  1136. uv0++;
  1137. }
  1138. else {
  1139. verts[v].u1=0.0f;
  1140. verts[v].v1=0.0f;
  1141. }
  1142. if (uv1) {
  1143. verts[v].u2=(*uv1)[0];
  1144. verts[v].v2=(*uv1)[1];
  1145. uv1++;
  1146. }
  1147. else {
  1148. verts[v].u2=0.0f;
  1149. verts[v].v2=0.0f;
  1150. }
  1151. loc++;
  1152. norm++;
  1153. }
  1154. mesh->Set_Base_Vertex_Offset(vertex_offset);
  1155. vertex_offset+=mesh_vertex_count;
  1156. renderedVertexCount += mesh_vertex_count;
  1157. mesh = mesh->Peek_Next_Visible_Skin();
  1158. } //while
  1159. }//lock
  1160. SNAPSHOT_SAY(("Set vb: %x ib: %x\n",vb,index_buffer));
  1161. DX8Wrapper::Set_Vertex_Buffer(vb);
  1162. DX8Wrapper::Set_Index_Buffer(index_buffer,0);
  1163. //Flush the meshes which fit in the vertex buffer, applying all texture variations
  1164. for (unsigned pass=0;pass<passes;++pass) {
  1165. SNAPSHOT_SAY(("Pass: %d\n",pass));
  1166. TextureCategoryListIterator it(&visible_texture_category_list[pass]);
  1167. while (!it.Is_Done()) {
  1168. it.Peek_Obj()->Render();
  1169. it.Next();
  1170. }
  1171. }
  1172. Render_Procedural_Material_Passes();
  1173. }//while
  1174. //remove all the rendered data from queues
  1175. for (unsigned pass=0;pass<passes;++pass) {
  1176. while (DX8TextureCategoryClass * tex = visible_texture_category_list[pass].Remove_Head()) {
  1177. }
  1178. }
  1179. WWASSERT(renderedVertexCount==VisibleVertexCount);
  1180. clearVisibleSkinList();
  1181. }
  1182. bool DX8SkinFVFCategoryContainer::Check_If_Mesh_Fits(MeshModelClass* mmc)
  1183. {
  1184. if (!index_buffer) return true; // No IB created - mesh will fit as a new ib will be created when inserting
  1185. int required_polygons=mmc->Get_Polygon_Count();
  1186. if (mmc->Get_Gap_Filler()) {
  1187. required_polygons+=mmc->Get_Gap_Filler()->Get_Polygon_Count();
  1188. }
  1189. if ((required_polygons*3*mmc->Get_Pass_Count())<=index_buffer->Get_Index_Count()-used_indices) {
  1190. return true;
  1191. }
  1192. return false;
  1193. }
  1194. void DX8SkinFVFCategoryContainer::clearVisibleSkinList()
  1195. {
  1196. while (VisibleSkinHead != NULL)
  1197. {
  1198. MeshClass* next = VisibleSkinHead->Peek_Next_Visible_Skin();
  1199. VisibleSkinHead->Set_Next_Visible_Skin(NULL);
  1200. VisibleSkinHead = next;
  1201. }
  1202. VisibleSkinHead = NULL;
  1203. VisibleSkinTail = NULL;
  1204. VisibleVertexCount = 0;
  1205. }
  1206. void DX8SkinFVFCategoryContainer::Add_Visible_Skin(MeshClass * mesh)
  1207. {
  1208. if (mesh->Peek_Next_Visible_Skin() != NULL || mesh == VisibleSkinTail)
  1209. {
  1210. 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()));
  1211. return;
  1212. }
  1213. if (VisibleSkinHead == NULL)
  1214. VisibleSkinTail = mesh;
  1215. mesh->Set_Next_Visible_Skin(VisibleSkinHead);
  1216. VisibleSkinHead = mesh;
  1217. VisibleVertexCount += mesh->Peek_Model()->Get_Vertex_Count();
  1218. }
  1219. // ----------------------------------------------------------------------------
  1220. void DX8SkinFVFCategoryContainer::Reset()
  1221. {
  1222. clearVisibleSkinList();
  1223. for (unsigned pass=0;pass<passes;++pass) {
  1224. while (DX8TextureCategoryClass* texture_category=texture_category_list[pass].Peek_Head()) {
  1225. delete texture_category;
  1226. }
  1227. }
  1228. REF_PTR_RELEASE(index_buffer);
  1229. used_indices=0;
  1230. }
  1231. // ----------------------------------------------------------------------------
  1232. void DX8SkinFVFCategoryContainer::Add_Mesh(MeshModelClass* mmc)
  1233. {
  1234. Vertex_Split_Table split_table(mmc);
  1235. Generate_Texture_Categories(split_table,0);
  1236. }
  1237. // ----------------------------------------------------------------------------
  1238. unsigned DX8TextureCategoryClass::Add_Mesh(
  1239. Vertex_Split_Table& split_table,
  1240. unsigned vertex_offset,
  1241. unsigned index_offset,
  1242. IndexBufferClass* index_buffer,
  1243. unsigned pass)
  1244. {
  1245. int poly_count=split_table.Get_Polygon_Count();
  1246. unsigned index_count=0;
  1247. /*
  1248. ** Count the polygons in the given mesh in the given pass which match this texture category
  1249. */
  1250. unsigned polygons=0;
  1251. for (int i=0;i<poly_count;++i) {
  1252. bool all_textures_same = true;
  1253. for (unsigned int stage = 0; stage < MeshMatDescClass::MAX_TEX_STAGES; stage++) {
  1254. all_textures_same = all_textures_same && (split_table.Peek_Texture(i, pass, stage) == textures[stage]);
  1255. }
  1256. VertexMaterialClass* mat=split_table.Peek_Material(i,pass);
  1257. ShaderClass shd=split_table.Peek_Shader(i,pass);
  1258. if (all_textures_same && Equal_Material(mat,material) && shd==shader) {
  1259. polygons++;
  1260. }
  1261. }
  1262. /*
  1263. ** Add the indices for the polygons that match into this renderer's dx8 index table.
  1264. */
  1265. if (polygons) {
  1266. index_count=polygons*3;
  1267. #ifndef ENABLE_STRIPING
  1268. bool stripify=false;
  1269. #else
  1270. bool stripify=true;
  1271. if (index_buffer->Type()==BUFFER_TYPE_SORTING || index_buffer->Type()==BUFFER_TYPE_DYNAMIC_SORTING) {
  1272. stripify=false;
  1273. }
  1274. #endif;
  1275. const Vector3i* src_indices=(const Vector3i*)split_table.Get_Polygon_Array(pass);//mmc->Get_Polygon_Array();
  1276. if (stripify) {
  1277. int* triangles=W3DNEWARRAY int[index_count];
  1278. int triangle_index_count=0;
  1279. for (int i=0;i<poly_count;++i) {
  1280. bool all_textures_same = true;
  1281. for (unsigned int stage = 0; stage < MeshMatDescClass::MAX_TEX_STAGES; stage++) {
  1282. all_textures_same = all_textures_same && (split_table.Peek_Texture(i, pass, stage) == textures[stage]);
  1283. }
  1284. VertexMaterialClass* mat=split_table.Peek_Material(i,pass);
  1285. ShaderClass shd=split_table.Peek_Shader(i,pass);
  1286. if (all_textures_same && Equal_Material(mat,material) && shd==shader) {
  1287. triangles[triangle_index_count++]=src_indices[i][0]+vertex_offset;
  1288. triangles[triangle_index_count++]=src_indices[i][1]+vertex_offset;
  1289. triangles[triangle_index_count++]=src_indices[i][2]+vertex_offset;
  1290. }
  1291. }
  1292. int* strips=StripOptimizerClass::Stripify(triangles, triangle_index_count/3);
  1293. delete[] triangles;
  1294. int* strip=StripOptimizerClass::Combine_Strips(strips+1,strips[0]);
  1295. delete[] strips;
  1296. if (index_count<unsigned(strip[0])) {
  1297. stripify=false;
  1298. }
  1299. else {
  1300. index_count=strip[0];
  1301. DX8PolygonRendererClass* p_renderer=W3DNEW DX8PolygonRendererClass(
  1302. index_count,
  1303. split_table.Get_Mesh_Model_Class(),
  1304. this,
  1305. vertex_offset,
  1306. index_offset,
  1307. true,
  1308. pass);
  1309. PolygonRendererList.Add_Tail(p_renderer);
  1310. {
  1311. IndexBufferClass::AppendLockClass l(index_buffer,index_offset,index_count);
  1312. unsigned short* dst_indices=l.Get_Index_Array();
  1313. unsigned short vmin=0xffff;
  1314. unsigned short vmax=0;
  1315. /*
  1316. ** Iterate over the polys for this pass, adding each one that matches this texture+material+shader
  1317. */
  1318. for (unsigned i=0;i<index_count;++i) {
  1319. unsigned short idx;
  1320. idx=unsigned short(strip[i+1]);
  1321. vmin=MIN(vmin,idx);
  1322. vmax=MAX(vmax,idx);
  1323. *dst_indices++=idx;
  1324. }
  1325. /*
  1326. ** Remember the min and max vertex indices that these polygons used (for optimization)
  1327. */
  1328. p_renderer->Set_Vertex_Index_Range(vmin,vmax-vmin+1);
  1329. }
  1330. }
  1331. delete[] strip;
  1332. }
  1333. // Need to check stripify again as it may be changed to false by the previous statement
  1334. if (!stripify ) {
  1335. DX8PolygonRendererClass* p_renderer=W3DNEW DX8PolygonRendererClass(
  1336. index_count,
  1337. split_table.Get_Mesh_Model_Class(),
  1338. this,
  1339. vertex_offset,
  1340. index_offset,
  1341. false,
  1342. pass);
  1343. PolygonRendererList.Add_Tail(p_renderer);
  1344. IndexBufferClass::AppendLockClass l(index_buffer,index_offset,index_count);
  1345. unsigned short* dst_indices=l.Get_Index_Array();
  1346. unsigned short vmin=0xffff;
  1347. unsigned short vmax=0;
  1348. /*
  1349. ** Iterate over the polys for this pass, adding each one that matches this texture+material+shader
  1350. */
  1351. for (int i=0;i<poly_count;++i) {
  1352. bool all_textures_same = true;
  1353. for (unsigned int stage = 0; stage < MeshMatDescClass::MAX_TEX_STAGES; stage++) {
  1354. all_textures_same = all_textures_same && (split_table.Peek_Texture(i, pass, stage) == textures[stage]);
  1355. }
  1356. VertexMaterialClass* mat=split_table.Peek_Material(i,pass);
  1357. ShaderClass shd=split_table.Peek_Shader(i,pass);
  1358. if (all_textures_same && Equal_Material(mat,material) && shd==shader) {
  1359. unsigned short idx;
  1360. idx=unsigned short(src_indices[i][0]+vertex_offset);
  1361. vmin=MIN(vmin,idx);
  1362. vmax=MAX(vmax,idx);
  1363. *dst_indices++=idx;
  1364. // WWDEBUG_SAY(("%d, ",idx));
  1365. idx=unsigned short(src_indices[i][1]+vertex_offset);
  1366. vmin=MIN(vmin,idx);
  1367. vmax=MAX(vmax,idx);
  1368. *dst_indices++=idx;
  1369. // WWDEBUG_SAY(("%d, ",idx));
  1370. idx=unsigned short(src_indices[i][2]+vertex_offset);
  1371. vmin=MIN(vmin,idx);
  1372. vmax=MAX(vmax,idx);
  1373. *dst_indices++=idx;
  1374. // WWDEBUG_SAY(("%d\n",idx));
  1375. }
  1376. }
  1377. WWASSERT((vmax-vmin)<split_table.Get_Mesh_Model_Class()->Get_Vertex_Count());
  1378. /*
  1379. ** Remember the min and max vertex indices that these polygons used (for optimization)
  1380. */
  1381. p_renderer->Set_Vertex_Index_Range(vmin,vmax-vmin+1);
  1382. WWASSERT(index_count<=unsigned(split_table.Get_Polygon_Count()*3));
  1383. }
  1384. }
  1385. return index_count;
  1386. }
  1387. // ----------------------------------------------------------------------------
  1388. void DX8TextureCategoryClass::Render(void)
  1389. {
  1390. #ifdef WWDEBUG
  1391. if (!WW3D::Expose_Prelit()) {
  1392. #endif
  1393. for (unsigned i=0;i<MAX_TEXTURE_STAGES;++i) {
  1394. SNAPSHOT_SAY(("Set_Texture(%d,%s)\n",i,Peek_Texture(i) ? Peek_Texture(i)->Get_Texture_Name() : "NULL"));
  1395. DX8Wrapper::Set_Texture(i,Peek_Texture(i));
  1396. }
  1397. #ifdef WWDEBUG
  1398. }
  1399. #endif
  1400. SNAPSHOT_SAY(("Set_Material(%s)\n",Peek_Material() ? Peek_Material()->Get_Name() : "NULL"));
  1401. VertexMaterialClass *vmaterial=(VertexMaterialClass *)Peek_Material(); //ugly cast from const but we'll restore it after changes so okay. -MW
  1402. DX8Wrapper::Set_Material(vmaterial);
  1403. SNAPSHOT_SAY(("Set_Shader(%x)\n",Get_Shader()));
  1404. ShaderClass theShader = Get_Shader();
  1405. //Setup an alpha blend version of this shader just in case it's needed. -MW
  1406. ShaderClass theAlphaShader = theShader;
  1407. theAlphaShader.Set_Src_Blend_Func(ShaderClass::SRCBLEND_SRC_ALPHA);
  1408. theAlphaShader.Set_Dst_Blend_Func(ShaderClass::DSTBLEND_ONE_MINUS_SRC_ALPHA);
  1409. //if we want to allow other translucent polygons behind this mesh, we need to disable z-write but
  1410. //this will cause sorting errors on this mesh.
  1411. //theAlphaShader.Set_Depth_Mask(ShaderClass::DEPTH_WRITE_DISABLE);
  1412. DX8Wrapper::Set_Shader(theShader);
  1413. if (m_gForceMultiply && theShader.Get_Dst_Blend_Func() == ShaderClass::DSTBLEND_ZERO) {
  1414. theShader.Set_Dst_Blend_Func(ShaderClass::DSTBLEND_SRC_COLOR);
  1415. theShader.Set_Src_Blend_Func(ShaderClass::SRCBLEND_ZERO);
  1416. DX8Wrapper::Set_Shader(theShader);
  1417. //VertexMaterialClass *material = VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE);
  1418. //DX8Wrapper::Set_Material(material);
  1419. //REF_PTR_RELEASE(material);
  1420. DX8Wrapper::Apply_Render_State_Changes();
  1421. DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,D3DBLEND_DESTCOLOR);
  1422. }
  1423. bool renderTasksRemaining=false;
  1424. PolyRenderTaskClass * prt = render_task_head;
  1425. PolyRenderTaskClass * last_prt = NULL;
  1426. while (prt) {
  1427. /*
  1428. ** Dig out the parameters for this render task
  1429. */
  1430. DX8PolygonRendererClass * renderer = prt->Peek_Polygon_Renderer();
  1431. MeshClass * mesh = prt->Peek_Mesh();
  1432. if (mesh->Get_Base_Vertex_Offset() == VERTEX_BUFFER_OVERFLOW) //check if this mesh is valid
  1433. { //skip this mesh so it gets rendered later after vertices are filled in.
  1434. last_prt = prt;
  1435. prt = prt->Get_Next_Visible();
  1436. renderTasksRemaining = true;
  1437. continue;
  1438. }
  1439. SNAPSHOT_SAY(("mesh = %s\n",mesh->Get_Name()));
  1440. #ifdef WWDEBUG
  1441. // Debug rendering: if it exists, expose prelighting on this mesh by disabling all base textures.
  1442. if (WW3D::Expose_Prelit()) {
  1443. switch (mesh->Peek_Model()->Get_Flag (MeshGeometryClass::PRELIT_MASK)) {
  1444. unsigned i;
  1445. case MeshGeometryClass::PRELIT_VERTEX:
  1446. // Disable texturing on all stages and passes.
  1447. for (i = 0; i < MAX_TEXTURE_STAGES; i++) {
  1448. DX8Wrapper::Set_Texture (i, NULL);
  1449. }
  1450. break;
  1451. case MeshGeometryClass::PRELIT_LIGHTMAP_MULTI_PASS:
  1452. // Disable texturing on all but the last pass.
  1453. if (pass == mesh->Peek_Model()->Get_Pass_Count() - 1) {
  1454. for (i = 0; i < MAX_TEXTURE_STAGES; i++) {
  1455. DX8Wrapper::Set_Texture (i, Peek_Texture (i));
  1456. }
  1457. } else {
  1458. for (i = 0; i < MAX_TEXTURE_STAGES; i++) {
  1459. DX8Wrapper::Set_Texture (i, NULL);
  1460. }
  1461. }
  1462. break;
  1463. case MeshGeometryClass::PRELIT_LIGHTMAP_MULTI_TEXTURE:
  1464. // Disable texturing on all but the zeroth stage of each pass.
  1465. DX8Wrapper::Set_Texture (0, Peek_Texture (0));
  1466. for (i = 1; i < MAX_TEXTURE_STAGES; i++) {
  1467. DX8Wrapper::Set_Texture (i, NULL);
  1468. }
  1469. break;
  1470. default:
  1471. for (i = 0; i < MAX_TEXTURE_STAGES; i++) {
  1472. DX8Wrapper::Set_Texture (i, Peek_Texture (i));
  1473. }
  1474. break;
  1475. }
  1476. }
  1477. #endif
  1478. /*
  1479. ** If the user is not installing LightEnvironmentClasses, we leave the lighting render
  1480. ** states untouched. This way they can set a couple global lights that affect the entire scene.
  1481. */
  1482. LightEnvironmentClass * lenv = mesh->Get_Lighting_Environment();
  1483. if (lenv != NULL) {
  1484. SNAPSHOT_SAY(("LightEnvironment, lights: %d\n",lenv->Get_Light_Count()));
  1485. DX8Wrapper::Set_Light_Environment(lenv);
  1486. }
  1487. else {
  1488. SNAPSHOT_SAY(("No light environment\n"));
  1489. }
  1490. /*
  1491. ** Support for ALIGNED and ORIENTED camera modes
  1492. */
  1493. const Matrix3D* world_transform = &mesh->Get_Transform();
  1494. bool identity=mesh->Is_Transform_Identity();
  1495. Matrix3D tmp_world;
  1496. if (mesh->Peek_Model()->Get_Flag(MeshModelClass::ALIGNED)) {
  1497. SNAPSHOT_SAY(("Camera mode ALIGNED\n"));
  1498. Vector3 mesh_position;
  1499. Vector3 camera_z_vector;
  1500. TheDX8MeshRenderer.Peek_Camera()->Get_Transform().Get_Z_Vector(&camera_z_vector);
  1501. mesh->Get_Transform().Get_Translation(&mesh_position);
  1502. tmp_world.Obj_Look_At(mesh_position,mesh_position + camera_z_vector,0.0f);
  1503. world_transform = &tmp_world;
  1504. } else if (mesh->Peek_Model()->Get_Flag(MeshModelClass::ORIENTED)) {
  1505. SNAPSHOT_SAY(("Camera mode ORIENTED\n"));
  1506. Vector3 mesh_position;
  1507. Vector3 camera_position;
  1508. TheDX8MeshRenderer.Peek_Camera()->Get_Transform().Get_Translation(&camera_position);
  1509. mesh->Get_Transform().Get_Translation(&mesh_position);
  1510. tmp_world.Obj_Look_At(mesh_position,camera_position,0.0f);
  1511. world_transform = &tmp_world;
  1512. } else if (mesh->Peek_Model()->Get_Flag(MeshModelClass::SKIN)) {
  1513. SNAPSHOT_SAY(("Set world identity (for skin)\n"));
  1514. tmp_world.Make_Identity();
  1515. world_transform = &tmp_world;
  1516. identity=true;
  1517. }
  1518. if (identity) {
  1519. SNAPSHOT_SAY(("Set_World_Identity\n"));
  1520. DX8Wrapper::Set_World_Identity();
  1521. }
  1522. else {
  1523. SNAPSHOT_SAY(("Set_World_Transform\n"));
  1524. DX8Wrapper::Set_Transform(D3DTS_WORLD,*world_transform);
  1525. }
  1526. //--------------------------------------------------------------------
  1527. if (mesh->Get_ObjectScale() != 1.0f)
  1528. DX8Wrapper::Set_DX8_Render_State(D3DRS_NORMALIZENORMALS, TRUE);
  1529. //--------------------------------------------------------------------
  1530. /*
  1531. ** Render mesh using either sorting or immediate pipeline
  1532. */
  1533. if ((!!mesh->Peek_Model()->Get_Flag(MeshGeometryClass::SORT)) && WW3D::Is_Sorting_Enabled()) {
  1534. renderer->Render_Sorted(mesh->Get_Base_Vertex_Offset(),mesh->Get_Bounding_Sphere());
  1535. } else {
  1536. //non-transparent mesh that will be rendered immediately. Okay to adjust the shader/material
  1537. //if necessary
  1538. if (mesh->Get_Alpha_Override() != 1.0 || (mesh->Get_User_Data() && *(int *)mesh->Get_User_Data() == RenderObjClass::USER_DATA_MATERIAL_OVERRIDE))
  1539. { //mesh has material override of some kind
  1540. //adjust the opacity of this model
  1541. float oldOpacity=vmaterial->Get_Opacity();
  1542. Vector3 oldDiffuse;
  1543. Vector2 oldUVOffset;
  1544. unsigned int oldUVOffsetSyncTime;
  1545. vmaterial->Get_Diffuse(&oldDiffuse);
  1546. LinearOffsetTextureMapperClass *oldMapper=(LinearOffsetTextureMapperClass *)vmaterial->Peek_Mapper();
  1547. if ( mesh->Get_User_Data() && *(int *)mesh->Get_User_Data() == RenderObjClass::USER_DATA_MATERIAL_OVERRIDE && oldMapper && oldMapper->Mapper_ID() == TextureMapperClass::MAPPER_ID_LINEAR_OFFSET)
  1548. { RenderObjClass::Material_Override *matOverride=(RenderObjClass::Material_Override *)mesh->Get_User_Data();
  1549. oldUVOffsetSyncTime = oldMapper->Get_LastUsedSyncTime();
  1550. oldMapper->Set_LastUsedSyncTime(WW3D::Get_Sync_Time()); //make sure zero time passes for the mapper.
  1551. oldMapper->Get_Current_UV_Offset(oldUVOffset);
  1552. oldMapper->Set_Current_UV_Offset(matOverride->customUVOffset);
  1553. }
  1554. else
  1555. oldMapper=NULL;
  1556. if (mesh->Get_Alpha_Override() != 1.0)
  1557. {
  1558. if (mesh->Is_Additive())
  1559. { //additvie blended mesh can't switch to alpha or we will get a black outline.
  1560. //so adjust diffuse color instead.
  1561. vmaterial->Set_Diffuse(mesh->Get_Alpha_Override(),mesh->Get_Alpha_Override(),mesh->Get_Alpha_Override());
  1562. theAlphaShader = theShader; //keep using additive blending.
  1563. }
  1564. vmaterial->Set_Opacity(mesh->Get_Alpha_Override());
  1565. DX8Wrapper::Set_Shader(theAlphaShader);
  1566. DX8Wrapper::Apply_Render_State_Changes();
  1567. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHAREF,(int)((float)0x60*mesh->Get_Alpha_Override()));
  1568. renderer->Render(mesh->Get_Base_Vertex_Offset());
  1569. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHAREF,0x60);
  1570. vmaterial->Set_Opacity(oldOpacity); //restore previous value
  1571. vmaterial->Set_Diffuse(oldDiffuse.X,oldDiffuse.Y,oldDiffuse.Z);
  1572. DX8Wrapper::Set_Shader(theShader); //restore previous value
  1573. }
  1574. else
  1575. renderer->Render(mesh->Get_Base_Vertex_Offset());
  1576. if (oldMapper) //did we override the uv offset?
  1577. { oldMapper->Set_LastUsedSyncTime(oldUVOffsetSyncTime);
  1578. oldMapper->Set_Current_UV_Offset(oldUVOffset);
  1579. }
  1580. DX8Wrapper::Set_Material(NULL); //force a reset of vertex material since we secretly changed opacity or uv offset
  1581. DX8Wrapper::Set_Material(vmaterial); //restore previous material.
  1582. }
  1583. else
  1584. renderer->Render(mesh->Get_Base_Vertex_Offset());
  1585. }
  1586. //--------------------------------------------------------------------
  1587. if (mesh->Get_ObjectScale() != 1.0f)
  1588. DX8Wrapper::Set_DX8_Render_State(D3DRS_NORMALIZENORMALS, FALSE);
  1589. //--------------------------------------------------------------------
  1590. /*
  1591. ** Move to the next render task. Note that the delete should be fast because prt's are pooled
  1592. */
  1593. PolyRenderTaskClass * next_prt = prt->Get_Next_Visible();
  1594. // remove from list, then delete
  1595. if (last_prt == NULL) {
  1596. render_task_head = next_prt;
  1597. } else {
  1598. last_prt->Set_Next_Visible(next_prt);
  1599. }
  1600. delete prt;
  1601. prt = next_prt;
  1602. }
  1603. if (!renderTasksRemaining)
  1604. { WWASSERT(!render_task_head);
  1605. Clear_Render_List();
  1606. }
  1607. }
  1608. DX8MeshRendererClass::DX8MeshRendererClass()
  1609. :
  1610. camera(NULL),
  1611. enable_lighting(true),
  1612. texture_category_container_list_skin(NULL),
  1613. visible_decal_meshes(NULL)
  1614. {
  1615. }
  1616. DX8MeshRendererClass::~DX8MeshRendererClass()
  1617. {
  1618. Invalidate(true);
  1619. Clear_Pending_Delete_Lists();
  1620. if (texture_category_container_list_skin != NULL) {
  1621. delete texture_category_container_list_skin;
  1622. }
  1623. }
  1624. void DX8MeshRendererClass::Init(void)
  1625. {
  1626. texture_category_container_list_skin = W3DNEW FVFCategoryList;
  1627. }
  1628. void DX8MeshRendererClass::Shutdown(void)
  1629. {
  1630. Invalidate(true);
  1631. Clear_Pending_Delete_Lists();
  1632. _TempVertexBuffer.Clear(); //free memory
  1633. _TempNormalBuffer.Clear();
  1634. }
  1635. // ----------------------------------------------------------------------------
  1636. void DX8MeshRendererClass::Clear_Pending_Delete_Lists()
  1637. {
  1638. while (DX8TextureCategoryClass* category=texture_category_delete_list.Remove_Head()) {
  1639. delete category;
  1640. }
  1641. while (DX8FVFCategoryContainer* container=fvf_category_container_delete_list.Remove_Head()) {
  1642. delete container;
  1643. }
  1644. }
  1645. // ----------------------------------------------------------------------------
  1646. static void Add_Rigid_Mesh_To_Container(FVFCategoryList* container_list,unsigned fvf,MeshModelClass* mmc)
  1647. {
  1648. WWASSERT(container_list);
  1649. DX8FVFCategoryContainer * container = NULL;
  1650. bool sorting=((!!mmc->Get_Flag(MeshModelClass::SORT)) && WW3D::Is_Sorting_Enabled());
  1651. FVFCategoryListIterator it(container_list);
  1652. while (!it.Is_Done()) {
  1653. container = it.Peek_Obj();
  1654. if (sorting==container->Is_Sorting() && container->Check_If_Mesh_Fits(mmc)) {
  1655. container->Add_Mesh(mmc);
  1656. return;
  1657. }
  1658. it.Next();
  1659. }
  1660. container=W3DNEW DX8RigidFVFCategoryContainer(fvf,sorting);
  1661. container_list->Add_Tail(container);
  1662. container->Add_Mesh(mmc);
  1663. }
  1664. // ----------------------------------------------------------------------------
  1665. void DX8MeshRendererClass::Unregister_Mesh_Type(MeshModelClass* mmc)
  1666. {
  1667. while (DX8PolygonRendererClass* n=mmc->PolygonRendererList.Remove_Head()) {
  1668. delete n;
  1669. }
  1670. _RegisteredMeshList.Remove(mmc);
  1671. }
  1672. void DX8MeshRendererClass::Register_Mesh_Type(MeshModelClass* mmc)
  1673. {
  1674. WWMEMLOG(MEM_GEOMETRY);
  1675. #ifdef ENABLE_CATEGORY_LOG
  1676. 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()));
  1677. #endif
  1678. bool skin=(mmc->Get_Flag(MeshModelClass::SKIN) && mmc->VertexBoneLink);
  1679. bool sorting=((!!mmc->Get_Flag(MeshModelClass::SORT)) && WW3D::Is_Sorting_Enabled());
  1680. if (skin) {
  1681. /*
  1682. ** This mesh is a skin. Add it to a DX8SkinFVFCategoryContainer.
  1683. */
  1684. WWASSERT(texture_category_container_list_skin);
  1685. FVFCategoryListIterator it(texture_category_container_list_skin);
  1686. while (!it.Is_Done()) {
  1687. DX8FVFCategoryContainer * container = it.Peek_Obj();
  1688. if (sorting==container->Is_Sorting() && container->Check_If_Mesh_Fits(mmc)) {
  1689. container->Add_Mesh(mmc);
  1690. return;
  1691. }
  1692. it.Next();
  1693. }
  1694. DX8FVFCategoryContainer * new_container=W3DNEW DX8SkinFVFCategoryContainer(sorting);
  1695. texture_category_container_list_skin->Add_Tail(new_container);
  1696. new_container->Add_Mesh(mmc);
  1697. } else {
  1698. /*
  1699. ** We should never try to add the same mesh model to the system twice.
  1700. */
  1701. WWASSERT_PRINT(_RegisteredMeshList.Contains(mmc) == false,("Mesh name: %s",mmc->Get_Name()));
  1702. /*
  1703. ** If the previous step didn't add the mesh, then we have to actually process this mesh
  1704. */
  1705. if (!_RegisteredMeshList.Contains(mmc)) {
  1706. unsigned fvf=DX8FVFCategoryContainer::Define_FVF(mmc,enable_lighting);
  1707. /*
  1708. ** Search for an existing FVF Category Container that matches this mesh
  1709. */
  1710. for (int i=0;i<texture_category_container_lists_rigid.Count();++i) {
  1711. FVFCategoryList * list=texture_category_container_lists_rigid[i];
  1712. WWASSERT(list);
  1713. DX8FVFCategoryContainer * container=list->Peek_Head();
  1714. if (container && container->Get_FVF()!=fvf) continue;
  1715. Add_Rigid_Mesh_To_Container(list,fvf,mmc);
  1716. break;
  1717. }
  1718. if (i==texture_category_container_lists_rigid.Count()) {
  1719. /*
  1720. ** We couldn't find an existing FVF category container so we have to add one. Future
  1721. ** meshes that use this FVF will also be able to use this container.
  1722. */
  1723. FVFCategoryList * new_fvf_category = W3DNEW FVFCategoryList();
  1724. texture_category_container_lists_rigid.Add(new_fvf_category);
  1725. Add_Rigid_Mesh_To_Container(new_fvf_category,fvf,mmc);
  1726. }
  1727. /*
  1728. ** Done processing the mesh, add its polygon renderers to the global registered mesh list
  1729. */
  1730. if (mmc->PolygonRendererList.Is_Empty() == false) {
  1731. _RegisteredMeshList.Add_Tail(mmc);
  1732. }
  1733. else {
  1734. WWDEBUG_SAY(("Error: Register_Mesh_Type failed! file: %s line: %d\r\n",__FILE__,__LINE__));
  1735. }
  1736. }
  1737. }
  1738. return;
  1739. }
  1740. static unsigned statistics_requested=0;
  1741. void DX8MeshRendererClass::Request_Log_Statistics()
  1742. {
  1743. statistics_requested=WW3D::Get_Frame_Count();
  1744. }
  1745. // ---------------------------------------------------------------------------
  1746. //
  1747. // Render all meshes that are added to visible lists
  1748. //
  1749. // ---------------------------------------------------------------------------
  1750. static void Render_FVF_Category_Container_List(FVFCategoryList& list)
  1751. {
  1752. FVFCategoryListIterator it(&list);
  1753. while (!it.Is_Done()) {
  1754. it.Peek_Obj()->Render();
  1755. it.Next();
  1756. }
  1757. }
  1758. void DX8MeshRendererClass::Flush(void)
  1759. {
  1760. WWPROFILE("DX8MeshRenderer::Flush");
  1761. if (!camera) return;
  1762. Log_Statistics_String(true);
  1763. for (int i=0;i<texture_category_container_lists_rigid.Count();++i) {
  1764. Render_FVF_Category_Container_List(*texture_category_container_lists_rigid[i]);
  1765. }
  1766. Render_FVF_Category_Container_List(*texture_category_container_list_skin);
  1767. Render_Decal_Meshes();
  1768. DX8Wrapper::Set_Vertex_Buffer(NULL);
  1769. DX8Wrapper::Set_Index_Buffer(NULL,0);
  1770. }
  1771. void DX8MeshRendererClass::Add_To_Render_List(DecalMeshClass * decalmesh)
  1772. {
  1773. WWASSERT(decalmesh != NULL);
  1774. decalmesh->Set_Next_Visible(visible_decal_meshes);
  1775. visible_decal_meshes = decalmesh;
  1776. }
  1777. void DX8MeshRendererClass::Render_Decal_Meshes(void)
  1778. {
  1779. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZBIAS,8);
  1780. DecalMeshClass * decal_mesh = visible_decal_meshes;
  1781. while (decal_mesh != NULL) {
  1782. decal_mesh->Render();
  1783. decal_mesh = decal_mesh->Peek_Next_Visible();
  1784. }
  1785. visible_decal_meshes = NULL;
  1786. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZBIAS,0);
  1787. }
  1788. // ----------------------------------------------------------------------------
  1789. static void Log_Container_List(FVFCategoryList& container_list,bool only_visible)
  1790. {
  1791. FVFCategoryListIterator it(&container_list);
  1792. while (!it.Is_Done()) {
  1793. it.Peek_Obj()->Log(only_visible);
  1794. it.Next();
  1795. }
  1796. }
  1797. void DX8MeshRendererClass::Log_Statistics_String(bool only_visible)
  1798. {
  1799. if (statistics_requested!=WW3D::Get_Frame_Count()) return;
  1800. for (int i=0;i<texture_category_container_lists_rigid.Count();++i) {
  1801. Log_Container_List(*texture_category_container_lists_rigid[i],only_visible);
  1802. }
  1803. Log_Container_List(*texture_category_container_list_skin,only_visible);
  1804. }
  1805. static void Invalidate_FVF_Category_Container_List(FVFCategoryList& list)
  1806. {
  1807. while (DX8FVFCategoryContainer* fvf_category=list.Remove_Head()) {
  1808. delete fvf_category;
  1809. }
  1810. }
  1811. void DX8MeshRendererClass::Invalidate( bool shutdown)
  1812. {
  1813. _RegisteredMeshList.Reset_List();
  1814. for (int i=0;i<texture_category_container_lists_rigid.Count();++i) {
  1815. Invalidate_FVF_Category_Container_List(*texture_category_container_lists_rigid[i]);
  1816. delete texture_category_container_lists_rigid[i];
  1817. }
  1818. if (texture_category_container_list_skin) {
  1819. Invalidate_FVF_Category_Container_List(*texture_category_container_list_skin);
  1820. delete texture_category_container_list_skin;
  1821. texture_category_container_list_skin=NULL;
  1822. }
  1823. if (!shutdown)
  1824. texture_category_container_list_skin = W3DNEW FVFCategoryList;
  1825. texture_category_container_lists_rigid.Delete_All();
  1826. }