mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-14 00:11:08 +00:00
291 lines
8.6 KiB
C++
291 lines
8.6 KiB
C++
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "tr_local.h"
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#include "Model_local.h"
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static const char *parametricParticle_SnapshotName = "_ParametricParticle_Snapshot_";
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/*
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====================
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idRenderModelPrt::idRenderModelPrt
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====================
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*/
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idRenderModelPrt::idRenderModelPrt() {
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particleSystem = NULL;
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}
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/*
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====================
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idRenderModelPrt::InitFromFile
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====================
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*/
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void idRenderModelPrt::InitFromFile( const char *fileName ) {
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name = fileName;
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particleSystem = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, fileName ) );
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}
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/*
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=================
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idRenderModelPrt::TouchData
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=================
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*/
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void idRenderModelPrt::TouchData( void ) {
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// Ensure our particle system is added to the list of referenced decls
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particleSystem = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, name ) );
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}
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/*
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====================
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idRenderModelPrt::InstantiateDynamicModel
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====================
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*/
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idRenderModel *idRenderModelPrt::InstantiateDynamicModel( const struct renderEntity_s *renderEntity, const struct viewDef_s *viewDef, idRenderModel *cachedModel ) {
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idRenderModelStatic *staticModel;
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if ( cachedModel && !r_useCachedDynamicModels.GetBool() ) {
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delete cachedModel;
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cachedModel = NULL;
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}
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// this may be triggered by a model trace or other non-view related source, to which we should look like an empty model
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if ( renderEntity == NULL || viewDef == NULL ) {
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delete cachedModel;
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return NULL;
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}
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if ( r_skipParticles.GetBool() ) {
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delete cachedModel;
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return NULL;
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}
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/*
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// if the entire system has faded out
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if ( renderEntity->shaderParms[SHADERPARM_PARTICLE_STOPTIME] && viewDef->renderView.time * 0.001f >= renderEntity->shaderParms[SHADERPARM_PARTICLE_STOPTIME] ) {
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delete cachedModel;
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return NULL;
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}
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*/
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if ( cachedModel != NULL ) {
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assert( dynamic_cast<idRenderModelStatic *>(cachedModel) != NULL );
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assert( idStr::Icmp( cachedModel->Name(), parametricParticle_SnapshotName ) == 0 );
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staticModel = static_cast<idRenderModelStatic *>(cachedModel);
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} else {
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staticModel = new idRenderModelStatic;
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staticModel->InitEmpty( parametricParticle_SnapshotName );
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}
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particleGen_t g;
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g.renderEnt = renderEntity;
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g.renderView = &viewDef->renderView;
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g.origin.Zero();
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g.axis.Identity();
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for ( int stageNum = 0; stageNum < particleSystem->stages.Num(); stageNum++ ) {
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idParticleStage *stage = particleSystem->stages[stageNum];
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if ( !stage->material ) {
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continue;
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}
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if ( !stage->cycleMsec ) {
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continue;
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}
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if ( stage->hidden ) { // just for gui particle editor use
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staticModel->DeleteSurfaceWithId( stageNum );
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continue;
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}
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idRandom steppingRandom, steppingRandom2;
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int stageAge = g.renderView->time + renderEntity->shaderParms[SHADERPARM_TIMEOFFSET] * 1000 - stage->timeOffset * 1000;
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int stageCycle = stageAge / stage->cycleMsec;
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int inCycleTime = stageAge - stageCycle * stage->cycleMsec;
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// some particles will be in this cycle, some will be in the previous cycle
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steppingRandom.SetSeed( (( stageCycle << 10 ) & idRandom::MAX_RAND) ^ (int)( renderEntity->shaderParms[SHADERPARM_DIVERSITY] * idRandom::MAX_RAND ) );
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steppingRandom2.SetSeed( (( (stageCycle-1) << 10 ) & idRandom::MAX_RAND) ^ (int)( renderEntity->shaderParms[SHADERPARM_DIVERSITY] * idRandom::MAX_RAND ) );
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int count = stage->totalParticles * stage->NumQuadsPerParticle();
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int surfaceNum;
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modelSurface_t *surf;
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if ( staticModel->FindSurfaceWithId( stageNum, surfaceNum ) ) {
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surf = &staticModel->surfaces[surfaceNum];
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R_FreeStaticTriSurfVertexCaches( surf->geometry );
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} else {
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surf = &staticModel->surfaces.Alloc();
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surf->id = stageNum;
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surf->shader = stage->material;
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surf->geometry = R_AllocStaticTriSurf();
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R_AllocStaticTriSurfVerts( surf->geometry, 4 * count );
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R_AllocStaticTriSurfIndexes( surf->geometry, 6 * count );
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R_AllocStaticTriSurfPlanes( surf->geometry, 6 * count );
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}
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int numVerts = 0;
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idDrawVert *verts = surf->geometry->verts;
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for ( int index = 0; index < stage->totalParticles; index++ ) {
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g.index = index;
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// bump the random
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steppingRandom.RandomInt();
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steppingRandom2.RandomInt();
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// calculate local age for this index
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int bunchOffset = stage->particleLife * 1000 * stage->spawnBunching * index / stage->totalParticles;
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int particleAge = stageAge - bunchOffset;
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int particleCycle = particleAge / stage->cycleMsec;
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if ( particleCycle < 0 ) {
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// before the particleSystem spawned
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continue;
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}
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if ( stage->cycles && particleCycle >= stage->cycles ) {
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// cycled systems will only run cycle times
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continue;
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}
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if ( particleCycle == stageCycle ) {
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g.random = steppingRandom;
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} else {
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g.random = steppingRandom2;
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}
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int inCycleTime = particleAge - particleCycle * stage->cycleMsec;
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if ( renderEntity->shaderParms[SHADERPARM_PARTICLE_STOPTIME] &&
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g.renderView->time - inCycleTime >= renderEntity->shaderParms[SHADERPARM_PARTICLE_STOPTIME]*1000 ) {
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// don't fire any more particles
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continue;
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}
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// supress particles before or after the age clamp
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g.frac = (float)inCycleTime / ( stage->particleLife * 1000 );
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if ( g.frac < 0.0f ) {
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// yet to be spawned
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continue;
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}
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if ( g.frac > 1.0f ) {
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// this particle is in the deadTime band
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continue;
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}
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// this is needed so aimed particles can calculate origins at different times
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g.originalRandom = g.random;
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g.age = g.frac * stage->particleLife;
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// if the particle doesn't get drawn because it is faded out or beyond a kill region, don't increment the verts
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numVerts += stage->CreateParticle( &g, verts + numVerts );
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}
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// numVerts must be a multiple of 4
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assert( ( numVerts & 3 ) == 0 && numVerts <= 4 * count );
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// build the indexes
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int numIndexes = 0;
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glIndex_t *indexes = surf->geometry->indexes;
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for ( int i = 0; i < numVerts; i += 4 ) {
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indexes[numIndexes+0] = i;
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indexes[numIndexes+1] = i+2;
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indexes[numIndexes+2] = i+3;
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indexes[numIndexes+3] = i;
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indexes[numIndexes+4] = i+3;
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indexes[numIndexes+5] = i+1;
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numIndexes += 6;
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}
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surf->geometry->tangentsCalculated = false;
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surf->geometry->facePlanesCalculated = false;
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surf->geometry->numVerts = numVerts;
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surf->geometry->numIndexes = numIndexes;
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surf->geometry->bounds = stage->bounds; // just always draw the particles
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}
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return staticModel;
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}
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/*
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====================
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idRenderModelPrt::IsDynamicModel
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====================
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*/
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dynamicModel_t idRenderModelPrt::IsDynamicModel() const {
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return DM_CONTINUOUS;
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}
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/*
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====================
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idRenderModelPrt::Bounds
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====================
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*/
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idBounds idRenderModelPrt::Bounds( const struct renderEntity_s *ent ) const {
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return particleSystem->bounds;
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}
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/*
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====================
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idRenderModelPrt::DepthHack
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====================
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*/
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float idRenderModelPrt::DepthHack() const {
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return particleSystem->depthHack;
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}
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/*
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====================
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idRenderModelPrt::Memory
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====================
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*/
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int idRenderModelPrt::Memory() const {
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int total = 0;
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total += idRenderModelStatic::Memory();
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if ( particleSystem ) {
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total += sizeof( *particleSystem );
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for ( int i = 0; i < particleSystem->stages.Num(); i++ ) {
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total += sizeof( particleSystem->stages[i] );
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}
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}
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return total;
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}
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