Пример #1
0
void DispInfo_DrawDecals( CDispInfo *visibleDisps[MAX_MAP_DISPINFO], int nVisibleDisps )
{
#ifndef SWDS
    VPROF("DispInfo_DrawDecals");
    if( !nVisibleDisps )
        return;

    int nTrisDrawn = 0;

    // FIXME: We should bucket all decals (displacement + otherwise)
    // and sort them by material enum id + lightmap
    // To do this, we need to associate a sort index from 0-n for all
    // decals we've seen this level. Then we add those decals to the
    // appropriate search list, (sorted by lightmap id)?

    for( int i=0; i < nVisibleDisps; i++ )
    {
        CDispInfo *pDisp = visibleDisps[i];

        // Don't bother if there's no decals
        if( pDisp->m_FirstDecal == DISP_DECAL_HANDLE_INVALID )
            continue;

        materialSystemInterface->BindLightmapPage( pDisp->m_pMesh->m_pGroup->m_LightmapPageID );

        // At the moment, all decals in a single displacement are sorted by material
        // so we get a little batching at least
        DispDecalHandle_t d = pDisp->m_FirstDecal;
        while( d != DISP_DECAL_HANDLE_INVALID )
        {
            CDispDecal& decal = s_DispDecals[d];

            // Compute decal fragments if we haven't already....
            if ((decal.m_Flags & CDispDecalBase::FRAGMENTS_COMPUTED) == 0)
            {
                pDisp->GenerateDecalFragments( pDisp->m_pPowerInfo->m_RootNode, 0, d, &decal );
            }

            // Don't draw if there's no triangles
            if (decal.m_nTris == 0)
            {
                d = s_DispDecals.Next(d);
                continue;
            }

            // Now draw all the fragments with this material.
            IMaterial* pMaterial = decal.m_pDecal->material;

            IMesh *pMesh = materialSystemInterface->GetDynamicMesh( true, NULL, NULL, pMaterial );

            CMeshBuilder meshBuilder;
            meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, decal.m_nVerts, decal.m_nTris * 3 );

            int baseIndex = 0;
            DispDecalFragmentHandle_t f = decal.m_FirstFragment;
            while (f != DISP_DECAL_FRAGMENT_HANDLE_INVALID)
            {
                CDispDecalFragment& fragment = s_DispDecalFragments[f];
                int v;
                for ( v = 0; v < fragment.m_nVerts - 2; ++v)
                {
                    meshBuilder.Position3fv( fragment.m_pVerts[v].m_vPos.Base() );
                    meshBuilder.TexCoord2fv( 0, fragment.m_pVerts[v].m_tCoords.Base() );
                    meshBuilder.TexCoord2fv( 1, fragment.m_pVerts[v].m_LMCoords.Base() );
                    meshBuilder.AdvanceVertex();

                    meshBuilder.Index( baseIndex );
                    meshBuilder.AdvanceIndex();
                    meshBuilder.Index( v + baseIndex + 1 );
                    meshBuilder.AdvanceIndex();
                    meshBuilder.Index( v + baseIndex + 2 );
                    meshBuilder.AdvanceIndex();
                }

                meshBuilder.Position3fv( fragment.m_pVerts[v].m_vPos.Base() );
                meshBuilder.TexCoord2fv( 0, fragment.m_pVerts[v].m_tCoords.Base() );
                meshBuilder.TexCoord2fv( 1, fragment.m_pVerts[v].m_LMCoords.Base() );
                meshBuilder.AdvanceVertex();

                ++v;
                meshBuilder.Position3fv( fragment.m_pVerts[v].m_vPos.Base() );
                meshBuilder.TexCoord2fv( 0, fragment.m_pVerts[v].m_tCoords.Base() );
                meshBuilder.TexCoord2fv( 1, fragment.m_pVerts[v].m_LMCoords.Base() );
                meshBuilder.AdvanceVertex();

                baseIndex += fragment.m_nVerts;

                f = s_DispDecalFragments.Next(f);
            }
            meshBuilder.End( false, true );

            nTrisDrawn += decal.m_nTris * pMaterial->GetNumPasses();

            d = s_DispDecals.Next(d);
        }
    }
    g_EngineStats.IncrementCountedStat( ENGINE_STATS_DECAL_TRIANGLES, nTrisDrawn );
#endif
}