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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** 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<Vector3> _TempVertexBuffer;
- static DynamicVectorClass<Vector3> _TempNormalBuffer;
- static MultiListClass<MeshModelClass> _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<PolyRemover> PolyRemoverList;
- typedef MultiListIterator<PolyRemover> 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<PolyRenderTaskClass, 256>
- {
- 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<MatPassTaskClass, 256>
- {
- 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(pass<DX8FVFCategoryContainer::MAX_PASSES);
- for (int a=0;a<MAX_TEXTURE_STAGES;++a) {
- textures[a]=NULL;
- REF_PTR_SET(textures[a],texs[a]);
- }
- if (material) material->Add_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;a<MAX_TEXTURE_STAGES;++a) {
- REF_PTR_RELEASE(textures[a]);
- }
- REF_PTR_RELEASE(material);
- }
- void DX8TextureCategoryClass::Add_Render_Task(DX8PolygonRendererClass * p_renderer,MeshClass * p_mesh)
- {
- PolyRenderTaskClass * new_prt = new PolyRenderTaskClass(p_renderer,p_mesh);
- new_prt->Set_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;pass<passes;++pass) {
- texture_category_list[pass].Remove(tex_category);
- }
- for (pass=0; pass<passes; pass++) {
- // If any of the texture category lists has anything in it, no need to delete this container
- if (texture_category_list[pass].Peek_Head() != NULL) return;
- }
- fvf_category_container_delete_list.Add_Tail(this);
- }
- void DX8FVFCategoryContainer::Add_Visible_Material_Pass(MaterialPassClass * pass,MeshClass * mesh)
- {
- MatPassTaskClass * new_mpr = new MatPassTaskClass(pass,mesh);
- if (visible_matpass_head == NULL) {
- WWASSERT(visible_matpass_tail == NULL);
- visible_matpass_head = new_mpr;
- } else {
- WWASSERT(visible_matpass_tail != NULL);
- visible_matpass_tail->Set_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;stage<MAX_TEXTURE_STAGES;++stage) {
- work2.Format(" texture[%d]: %x (%s)\n", stage, textures[stage], textures[stage] ? textures[stage]->Get_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;p<passes;++p) {
- while (DX8TextureCategoryClass * tex = texture_category_list[p].Remove_Head()) {
- delete tex;
- }
- }
- }
- // ----------------------------------------------------------------------------
- DX8TextureCategoryClass* DX8FVFCategoryContainer::Find_Matching_Texture_Category(
- TextureClass* texture,
- unsigned pass,
- unsigned stage,
- DX8TextureCategoryClass* ref_category)
- {
- // Find texture category which matches ref_category's properties but has 'texture' on given pass and stage.
- DX8TextureCategoryClass* dest_tex_category=NULL;
- TextureCategoryListIterator dest_it(&texture_category_list[pass]);
- while (!dest_it.Is_Done()) {
- if (dest_it.Peek_Obj()->Peek_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(pass<passes);
- PolyRemoverList prl;
- bool foundtexture=false;
- if (texture==new_texture) return;
- // Find source texture category, then find all polygon renderers who belong to that category
- // and move them to destination category.
- TextureCategoryListIterator src_it(&texture_category_list[pass]);
- while (!src_it.Is_Done()) {
- DX8TextureCategoryClass* src_tex_category=src_it.Peek_Obj();
- if (src_tex_category->Peek_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;s<MeshMatDescClass::MAX_TEX_STAGES;++s) {
- tmp_textures[s]=src_tex_category->Peek_Texture(s);
- }
- tmp_textures[stage]=new_texture;
- DX8TextureCategoryClass * new_tex_category=W3DNEW DX8TextureCategoryClass(
- this,
- tmp_textures,
- src_tex_category->Get_Shader(),
- const_cast<VertexMaterialClass*>(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(pass<passes);
- PolyRemoverList prl;
- bool foundtexture=false;
- if (vmat==new_vmat) return;
- // Find source texture category, then find all polygon renderers who belong to that category
- // and move them to destination category.
- TextureCategoryListIterator src_it(&texture_category_list[pass]);
- while (!src_it.Is_Done()) {
- DX8TextureCategoryClass* src_tex_category=src_it.Peek_Obj();
- if (src_tex_category->Peek_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;s<MeshMatDescClass::MAX_TEX_STAGES;++s) {
- tmp_textures[s]=src_tex_category->Peek_Texture(s);
- }
- DX8TextureCategoryClass * new_tex_category=W3DNEW DX8TextureCategoryClass(
- this,
- tmp_textures,
- src_tex_category->Get_Shader(),
- const_cast<VertexMaterialClass*>(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;p<passes;++p) {
- WWDEBUG_SAY(("Pass: %d\n",p));
- TextureCategoryListIterator it(&texture_category_list[p]);
- while (!it.Is_Done()) {
- it.Peek_Obj()->Log(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;p<passes;++p) {
- SNAPSHOT_SAY(("Pass: %d\n",p));
- while (DX8TextureCategoryClass * tex = visible_texture_category_list[p].Remove_Head()) {
- tex->Render();
- }
- }
- 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<Vector3i*>(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_size<needed_vertices) vb_size=needed_vertices;
- if (sorting) {
- vertex_buffer=NEW_REF(SortingVertexBufferClass,(vb_size));
- WWASSERT(vertex_buffer->FVF_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; i<split_table.Get_Vertex_Count(); i++)
- {
- *(Vector3*)(vb+fi.Get_Location_Offset())=locs[i];
-
- if ((FVF&D3DFVF_NORMAL)==D3DFVF_NORMAL && norms) {
- *(Vector3*)(vb+fi.Get_Normal_Offset())=norms[i];
- }
- if ((FVF&D3DFVF_DIFFUSE)==D3DFVF_DIFFUSE) {
- if (diffuse) {
- *(unsigned int*)(vb+fi.Get_Diffuse_Offset())=diffuse[i];
- } else {
- *(unsigned int*)(vb+fi.Get_Diffuse_Offset()) = 0xFFFFFFFF;
- }
- }
-
- if ((FVF&D3DFVF_SPECULAR)==D3DFVF_SPECULAR) {
- if (specular) {
- *(unsigned int*)(vb+fi.Get_Specular_Offset())=specular[i];
- } else {
- *(unsigned int*)(vb+fi.Get_Specular_Offset()) = 0xFFFFFFFF;
- }
- }
- vb+=fi.Get_FVF_Size();
- }
-
- /*
- ** Append the UV coordinates to the vertex buffer
- */
- int uvcount = 0;
- if ((FVF&D3DFVF_TEX1) == D3DFVF_TEX1) {
- uvcount = 1;
- }
- if ((FVF&D3DFVF_TEX2) == D3DFVF_TEX2) {
- uvcount = 2;
- }
- if ((FVF&D3DFVF_TEX3) == D3DFVF_TEX3) {
- uvcount = 3;
- }
- if ((FVF&D3DFVF_TEX4) == D3DFVF_TEX4) {
- uvcount = 4;
- }
- if ((FVF&D3DFVF_TEX5) == D3DFVF_TEX5) {
- uvcount = 5;
- }
- if ((FVF&D3DFVF_TEX6) == D3DFVF_TEX6) {
- uvcount = 6;
- }
- if ((FVF&D3DFVF_TEX7) == D3DFVF_TEX7) {
- uvcount = 7;
- }
- if ((FVF&D3DFVF_TEX8) == D3DFVF_TEX8) {
- uvcount = 8;
- }
-
- for (int j=0; j<uvcount; j++) {
- unsigned char *vb=(unsigned char*) l.Get_Vertex_Array();
- const Vector2*uvs=split_table.Get_UV_Array(j);
- if (uvs) {
- for (i=0; i<split_table.Get_Vertex_Count(); i++)
- {
- *(Vector2*)(vb+fi.Get_Tex_Offset(j))=uvs[i];
- vb+=fi.Get_FVF_Size();
- }
- }
- }
- Generate_Texture_Categories(split_table,used_vertices);
- used_vertices+=needed_vertices;//vertex_count;
- }
- void DX8FVFCategoryContainer::Insert_To_Texture_Category(
- Vertex_Split_Table& split_table,
- TextureClass** texs,
- VertexMaterialClass* mat,
- ShaderClass shader,
- int pass,
- unsigned vertex_offset)
- {
- /*
- ** Try to find a DX8TextureCategoryClass in this FVF container which matches the
- ** given textures(one per stage), material and shader combination.
- */
- bool fit_in_existing_category = false;
- TextureCategoryListIterator it(&texture_category_list[pass]);
- while (!it.Is_Done()) {
- DX8TextureCategoryClass * tex_category=it.Peek_Obj();
- // Compare all stage's textures
- bool all_textures_same = true;
- for (unsigned int stage = 0; stage < MeshMatDescClass::MAX_TEX_STAGES; stage++) {
- all_textures_same = all_textures_same && (tex_category->Peek_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;a<added_type_count;++a) {
- // Compare textures
- bool all_textures_same = true;
- for (unsigned int stage = 0; stage < MeshMatDescClass::MAX_TEX_STAGES; stage++) {
- all_textures_same = all_textures_same && (texs[stage] == added_textures[stage][a]);
- }
- if (all_textures_same && Equal_Material(mat,added_materials[a]) && shd==added_shaders[a]) {
- return false;
- }
- }
- WWASSERT(added_type_count<MAX_ADDED_TYPE_COUNT);
- for (unsigned int stage = 0; stage < MeshMatDescClass::MAX_TEX_STAGES; stage++) {
- added_textures[stage][added_type_count]=texs[stage];
- }
- added_materials[added_type_count]=mat;
- added_shaders[added_type_count]=shd;
- added_type_count++;
- return true;
- }
- };
- void DX8FVFCategoryContainer::Generate_Texture_Categories(Vertex_Split_Table& split_table,unsigned vertex_offset)
- {
- int polygon_count=split_table.Get_Polygon_Count();
- int index_count=polygon_count*3*split_table.Get_Pass_Count();
- /*
- ** If we don't have an index buffer yet, allocate one. Make it hold at least 12000 entries,
- ** more if the mesh requires it.
- */
- if (!index_buffer) {
- int ib_size=12000;
- if (ib_size<index_count) ib_size=index_count;
- if (sorting) {
- index_buffer=NEW_REF(SortingIndexBufferClass,(ib_size));
- }
- else {
- index_buffer=NEW_REF(DX8IndexBufferClass,(
- ib_size,
- (DX8Caps::Support_NPatches() && WW3D::Get_NPatches_Level()>1) ? DX8IndexBufferClass::USAGE_NPATCHES : DX8IndexBufferClass::USAGE_DEFAULT));
- }
- }
- for (unsigned pass=0;pass<split_table.Get_Pass_Count();++pass) {
- Textures_Material_And_Shader_Booking_Struct textures_material_and_shader_booking;
- unsigned old_used_indices=used_indices;
- for (int i=0;i<polygon_count;++i) {
- TextureClass* textures[MeshMatDescClass::MAX_TEX_STAGES];
- WWASSERT(MAX_TEXTURE_STAGES==MeshMatDescClass::MAX_TEX_STAGES);
- for (int stage=0;stage<MeshMatDescClass::MAX_TEX_STAGES;stage++) {
- textures[stage]=split_table.Peek_Texture(i,pass,stage);
- }
- VertexMaterialClass* mat=split_table.Peek_Material(i,pass);
- ShaderClass shader=split_table.Peek_Shader(i,pass);
- if (!textures_material_and_shader_booking.Add_Textures_Material_And_Shader(textures,mat,shader)) continue;
- Insert_To_Texture_Category(split_table,textures,mat,shader,pass,vertex_offset);
- }
- int new_inds=used_indices-old_used_indices;
- WWASSERT(new_inds<=polygon_count*3);
- }
- }
- // ----------------------------------------------------------------------------
- DX8SkinFVFCategoryContainer::DX8SkinFVFCategoryContainer(bool sorting)
- :
- DX8FVFCategoryContainer(DX8_FVF_XYZNUV1,sorting),
- VisibleVertexCount(0),
- VisibleSkinHead(NULL),
- VisibleSkinTail(NULL)
- {
- }
- // ----------------------------------------------------------------------------
- DX8SkinFVFCategoryContainer::~DX8SkinFVFCategoryContainer()
- {
- }
- // ----------------------------------------------------------------------------
- void DX8SkinFVFCategoryContainer::Log(bool only_visible)
- {
- #ifdef ENABLE_CATEGORY_LOG
- StringClass work(255,true);
- work.Format("DX8SkinFVFCategoryContainer --------------\n");
- WWDEBUG_SAY((work));
- 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 pass=0;pass<passes;++pass) {
- TextureCategoryListIterator it(&texture_category_list[pass]);
- while (!it.Is_Done()) {
- it.Peek_Obj()->Log(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;v<mesh_vertex_count;++v) {
- verts[v].x=(*loc)[0];
- verts[v].y=(*loc)[1];
- verts[v].z=(*loc)[2];
- verts[v].nx=(*norm)[0];
- verts[v].ny=(*norm)[1];
- verts[v].nz=(*norm)[2];
- if (diffuse) {
- verts[v].diffuse=*diffuse++;
- }
- else {
- verts[v].diffuse=0;
- }
- if (uv0) {
- verts[v].u1=(*uv0)[0];
- verts[v].v1=(*uv0)[1];
- uv0++;
- }
- else {
- verts[v].u1=0.0f;
- verts[v].v1=0.0f;
- }
- if (uv1) {
- verts[v].u2=(*uv1)[0];
- verts[v].v2=(*uv1)[1];
- uv1++;
- }
- else {
- verts[v].u2=0.0f;
- verts[v].v2=0.0f;
- }
- loc++;
- norm++;
- }
- mesh->Set_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;pass<passes;++pass) {
- SNAPSHOT_SAY(("Pass: %d\n",pass));
- TextureCategoryListIterator it(&visible_texture_category_list[pass]);
- while (!it.Is_Done()) {
- it.Peek_Obj()->Render();
- it.Next();
- }
- }
- Render_Procedural_Material_Passes();
- }//while
- //remove all the rendered data from queues
- for (unsigned pass=0;pass<passes;++pass) {
- while (DX8TextureCategoryClass * tex = visible_texture_category_list[pass].Remove_Head()) {
- }
- }
- WWASSERT(renderedVertexCount==VisibleVertexCount);
- clearVisibleSkinList();
- }
- bool DX8SkinFVFCategoryContainer::Check_If_Mesh_Fits(MeshModelClass* mmc)
- {
- if (!index_buffer) return true; // No IB created - mesh will fit as a new ib will be created when inserting
- int required_polygons=mmc->Get_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;pass<passes;++pass) {
- while (DX8TextureCategoryClass* texture_category=texture_category_list[pass].Peek_Head()) {
- delete texture_category;
- }
- }
- REF_PTR_RELEASE(index_buffer);
- used_indices=0;
- }
- // ----------------------------------------------------------------------------
- void DX8SkinFVFCategoryContainer::Add_Mesh(MeshModelClass* mmc)
- {
- Vertex_Split_Table split_table(mmc);
- Generate_Texture_Categories(split_table,0);
- }
- // ----------------------------------------------------------------------------
- unsigned DX8TextureCategoryClass::Add_Mesh(
- Vertex_Split_Table& split_table,
- unsigned vertex_offset,
- unsigned index_offset,
- IndexBufferClass* index_buffer,
- unsigned pass)
- {
- int poly_count=split_table.Get_Polygon_Count();
- unsigned index_count=0;
- /*
- ** Count the polygons in the given mesh in the given pass which match this texture category
- */
- unsigned polygons=0;
- for (int i=0;i<poly_count;++i) {
- bool all_textures_same = true;
- for (unsigned int stage = 0; stage < MeshMatDescClass::MAX_TEX_STAGES; stage++) {
- all_textures_same = all_textures_same && (split_table.Peek_Texture(i, pass, stage) == textures[stage]);
- }
- VertexMaterialClass* mat=split_table.Peek_Material(i,pass);
- ShaderClass shd=split_table.Peek_Shader(i,pass);
- if (all_textures_same && Equal_Material(mat,material) && shd==shader) {
- polygons++;
- }
- }
- /*
- ** Add the indices for the polygons that match into this renderer's dx8 index table.
- */
- if (polygons) {
- index_count=polygons*3;
- #ifndef ENABLE_STRIPING
- bool stripify=false;
- #else
- bool stripify=true;
- if (index_buffer->Type()==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;i<poly_count;++i) {
- bool all_textures_same = true;
- for (unsigned int stage = 0; stage < MeshMatDescClass::MAX_TEX_STAGES; stage++) {
- all_textures_same = all_textures_same && (split_table.Peek_Texture(i, pass, stage) == textures[stage]);
- }
- VertexMaterialClass* mat=split_table.Peek_Material(i,pass);
- ShaderClass shd=split_table.Peek_Shader(i,pass);
- if (all_textures_same && Equal_Material(mat,material) && shd==shader) {
- triangles[triangle_index_count++]=src_indices[i][0]+vertex_offset;
- triangles[triangle_index_count++]=src_indices[i][1]+vertex_offset;
- triangles[triangle_index_count++]=src_indices[i][2]+vertex_offset;
- }
- }
- int* strips=StripOptimizerClass::Stripify(triangles, triangle_index_count/3);
- delete[] triangles;
- int* strip=StripOptimizerClass::Combine_Strips(strips+1,strips[0]);
- delete[] strips;
- if (index_count<unsigned(strip[0])) {
- stripify=false;
- }
- else {
- index_count=strip[0];
- DX8PolygonRendererClass* p_renderer=W3DNEW DX8PolygonRendererClass(
- index_count,
- split_table.Get_Mesh_Model_Class(),
- this,
- vertex_offset,
- index_offset,
- true,
- 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 (unsigned i=0;i<index_count;++i) {
- unsigned short idx;
- idx=unsigned short(strip[i+1]);
- vmin=MIN(vmin,idx);
- vmax=MAX(vmax,idx);
- *dst_indices++=idx;
- }
-
- /*
- ** Remember the min and max vertex indices that these polygons used (for optimization)
- */
- p_renderer->Set_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;i<poly_count;++i) {
- bool all_textures_same = true;
- for (unsigned int stage = 0; stage < MeshMatDescClass::MAX_TEX_STAGES; stage++) {
- all_textures_same = all_textures_same && (split_table.Peek_Texture(i, pass, stage) == textures[stage]);
- }
- VertexMaterialClass* mat=split_table.Peek_Material(i,pass);
- ShaderClass shd=split_table.Peek_Shader(i,pass);
- if (all_textures_same && Equal_Material(mat,material) && shd==shader) {
- unsigned short idx;
- idx=unsigned short(src_indices[i][0]+vertex_offset);
- vmin=MIN(vmin,idx);
- vmax=MAX(vmax,idx);
- *dst_indices++=idx;
- // WWDEBUG_SAY(("%d, ",idx));
- idx=unsigned short(src_indices[i][1]+vertex_offset);
- vmin=MIN(vmin,idx);
- vmax=MAX(vmax,idx);
- *dst_indices++=idx;
- // WWDEBUG_SAY(("%d, ",idx));
- idx=unsigned short(src_indices[i][2]+vertex_offset);
- vmin=MIN(vmin,idx);
- vmax=MAX(vmax,idx);
- *dst_indices++=idx;
- // WWDEBUG_SAY(("%d\n",idx));
- }
- }
- WWASSERT((vmax-vmin)<split_table.Get_Mesh_Model_Class()->Get_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;i<MAX_TEXTURE_STAGES;++i) {
- SNAPSHOT_SAY(("Set_Texture(%d,%s)\n",i,Peek_Texture(i) ? Peek_Texture(i)->Get_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;i<texture_category_container_lists_rigid.Count();++i) {
- FVFCategoryList * list=texture_category_container_lists_rigid[i];
- WWASSERT(list);
- DX8FVFCategoryContainer * container=list->Peek_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;i<texture_category_container_lists_rigid.Count();++i) {
- Render_FVF_Category_Container_List(*texture_category_container_lists_rigid[i]);
- }
- Render_FVF_Category_Container_List(*texture_category_container_list_skin);
- Render_Decal_Meshes();
- DX8Wrapper::Set_Vertex_Buffer(NULL);
- DX8Wrapper::Set_Index_Buffer(NULL,0);
- }
- void DX8MeshRendererClass::Add_To_Render_List(DecalMeshClass * decalmesh)
- {
- WWASSERT(decalmesh != NULL);
- decalmesh->Set_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<texture_category_container_lists_rigid.Count();++i) {
- Log_Container_List(*texture_category_container_lists_rigid[i],only_visible);
- }
- Log_Container_List(*texture_category_container_list_skin,only_visible);
- }
- static void Invalidate_FVF_Category_Container_List(FVFCategoryList& list)
- {
- while (DX8FVFCategoryContainer* fvf_category=list.Remove_Head()) {
- delete fvf_category;
- }
- }
- void DX8MeshRendererClass::Invalidate( bool shutdown)
- {
- _RegisteredMeshList.Reset_List();
- for (int i=0;i<texture_category_container_lists_rigid.Count();++i) {
- Invalidate_FVF_Category_Container_List(*texture_category_container_lists_rigid[i]);
- delete texture_category_container_lists_rigid[i];
- }
- if (texture_category_container_list_skin) {
- Invalidate_FVF_Category_Container_List(*texture_category_container_list_skin);
- delete texture_category_container_list_skin;
- texture_category_container_list_skin=NULL;
- }
- if (!shutdown)
- texture_category_container_list_skin = W3DNEW FVFCategoryList;
- texture_category_container_lists_rigid.Delete_All();
- }
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