quadrilateralcowboy/renderer/ModelDecal.cpp

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2020-06-12 21:06:25 +00:00
/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 Source Code 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.
Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "tr_local.h"
#include "Model_local.h"
// decalFade filter 5 0.1
// polygonOffset
// {
// map invertColor( textures/splat )
// blend GL_ZERO GL_ONE_MINUS_SRC
// vertexColor
// clamp
// }
/*
==================
idRenderModelDecal::idRenderModelDecal
==================
*/
idRenderModelDecal::idRenderModelDecal( void ) {
memset( &tri, 0, sizeof( tri ) );
tri.verts = verts;
tri.indexes = indexes;
material = NULL;
nextDecal = NULL;
}
/*
==================
idRenderModelDecal::~idRenderModelDecal
==================
*/
idRenderModelDecal::~idRenderModelDecal( void ) {
}
/*
==================
idRenderModelDecal::idRenderModelDecal
==================
*/
idRenderModelDecal *idRenderModelDecal::Alloc( void ) {
return new idRenderModelDecal;
}
/*
==================
idRenderModelDecal::idRenderModelDecal
==================
*/
void idRenderModelDecal::Free( idRenderModelDecal *decal ) {
delete decal;
}
/*
=================
idRenderModelDecal::CreateProjectionInfo
=================
*/
bool idRenderModelDecal::CreateProjectionInfo( decalProjectionInfo_t &info, const idFixedWinding &winding, const idVec3 &projectionOrigin, const bool parallel, const float fadeDepth, const idMaterial *material, const int startTime ) {
if ( winding.GetNumPoints() != NUM_DECAL_BOUNDING_PLANES - 2 ) {
common->Printf( "idRenderModelDecal::CreateProjectionInfo: winding must have %d points\n", NUM_DECAL_BOUNDING_PLANES - 2 );
return false;
}
assert( material != NULL );
info.projectionOrigin = projectionOrigin;
info.material = material;
info.parallel = parallel;
info.fadeDepth = fadeDepth;
info.startTime = startTime;
info.force = false;
// get the winding plane and the depth of the projection volume
idPlane windingPlane;
winding.GetPlane( windingPlane );
float depth = windingPlane.Distance( projectionOrigin );
// find the bounds for the projection
winding.GetBounds( info.projectionBounds );
if ( parallel ) {
info.projectionBounds.ExpandSelf( depth );
} else {
info.projectionBounds.AddPoint( projectionOrigin );
}
// calculate the world space projection volume bounding planes, positive sides face outside the decal
if ( parallel ) {
for ( int i = 0; i < winding.GetNumPoints(); i++ ) {
idVec3 edge = winding[(i+1)%winding.GetNumPoints()].ToVec3() - winding[i].ToVec3();
info.boundingPlanes[i].Normal().Cross( windingPlane.Normal(), edge );
info.boundingPlanes[i].Normalize();
info.boundingPlanes[i].FitThroughPoint( winding[i].ToVec3() );
}
} else {
for ( int i = 0; i < winding.GetNumPoints(); i++ ) {
info.boundingPlanes[i].FromPoints( projectionOrigin, winding[i].ToVec3(), winding[(i+1)%winding.GetNumPoints()].ToVec3() );
}
}
info.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 2] = windingPlane;
info.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 2][3] -= depth;
info.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 1] = -windingPlane;
// fades will be from these plane
info.fadePlanes[0] = windingPlane;
info.fadePlanes[0][3] -= fadeDepth;
info.fadePlanes[1] = -windingPlane;
info.fadePlanes[1][3] += depth - fadeDepth;
// calculate the texture vectors for the winding
float len, texArea, inva;
idVec3 temp;
idVec5 d0, d1;
const idVec5 &a = winding[0];
const idVec5 &b = winding[1];
const idVec5 &c = winding[2];
d0 = b.ToVec3() - a.ToVec3();
d0.s = b.s - a.s;
d0.t = b.t - a.t;
d1 = c.ToVec3() - a.ToVec3();
d1.s = c.s - a.s;
d1.t = c.t - a.t;
texArea = ( d0[3] * d1[4] ) - ( d0[4] * d1[3] );
inva = 1.0f / texArea;
temp[0] = ( d0[0] * d1[4] - d0[4] * d1[0] ) * inva;
temp[1] = ( d0[1] * d1[4] - d0[4] * d1[1] ) * inva;
temp[2] = ( d0[2] * d1[4] - d0[4] * d1[2] ) * inva;
len = temp.Normalize();
info.textureAxis[0].Normal() = temp * ( 1.0f / len );
info.textureAxis[0][3] = winding[0].s - ( winding[0].ToVec3() * info.textureAxis[0].Normal() );
temp[0] = ( d0[3] * d1[0] - d0[0] * d1[3] ) * inva;
temp[1] = ( d0[3] * d1[1] - d0[1] * d1[3] ) * inva;
temp[2] = ( d0[3] * d1[2] - d0[2] * d1[3] ) * inva;
len = temp.Normalize();
info.textureAxis[1].Normal() = temp * ( 1.0f / len );
info.textureAxis[1][3] = winding[0].t - ( winding[0].ToVec3() * info.textureAxis[1].Normal() );
return true;
}
/*
=================
idRenderModelDecal::CreateProjectionInfo
=================
*/
void idRenderModelDecal::GlobalProjectionInfoToLocal( decalProjectionInfo_t &localInfo, const decalProjectionInfo_t &info, const idVec3 &origin, const idMat3 &axis ) {
float modelMatrix[16];
R_AxisToModelMatrix( axis, origin, modelMatrix );
for ( int j = 0; j < NUM_DECAL_BOUNDING_PLANES; j++ ) {
R_GlobalPlaneToLocal( modelMatrix, info.boundingPlanes[j], localInfo.boundingPlanes[j] );
}
R_GlobalPlaneToLocal( modelMatrix, info.fadePlanes[0], localInfo.fadePlanes[0] );
R_GlobalPlaneToLocal( modelMatrix, info.fadePlanes[1], localInfo.fadePlanes[1] );
R_GlobalPlaneToLocal( modelMatrix, info.textureAxis[0], localInfo.textureAxis[0] );
R_GlobalPlaneToLocal( modelMatrix, info.textureAxis[1], localInfo.textureAxis[1] );
R_GlobalPointToLocal( modelMatrix, info.projectionOrigin, localInfo.projectionOrigin );
localInfo.projectionBounds = info.projectionBounds;
localInfo.projectionBounds.TranslateSelf( -origin );
localInfo.projectionBounds.RotateSelf( axis.Transpose() );
localInfo.material = info.material;
localInfo.parallel = info.parallel;
localInfo.fadeDepth = info.fadeDepth;
localInfo.startTime = info.startTime;
localInfo.force = info.force;
}
/*
=================
idRenderModelDecal::AddWinding
=================
*/
void idRenderModelDecal::AddWinding( const idWinding &w, const idMaterial *decalMaterial, const idPlane fadePlanes[2], float fadeDepth, int startTime ) {
int i;
float invFadeDepth, fade;
decalInfo_t decalInfo;
if ( ( material == NULL || material == decalMaterial ) &&
tri.numVerts + w.GetNumPoints() < MAX_DECAL_VERTS &&
tri.numIndexes + ( w.GetNumPoints() - 2 ) * 3 < MAX_DECAL_INDEXES ) {
material = decalMaterial;
// add to this decal
decalInfo = material->GetDecalInfo();
invFadeDepth = -1.0f / fadeDepth;
for ( i = 0; i < w.GetNumPoints(); i++ ) {
fade = fadePlanes[0].Distance( w[i].ToVec3() ) * invFadeDepth;
if ( fade < 0.0f ) {
fade = fadePlanes[1].Distance( w[i].ToVec3() ) * invFadeDepth;
}
if ( fade < 0.0f ) {
fade = 0.0f;
} else if ( fade > 0.99f ) {
fade = 1.0f;
}
fade = 1.0f - fade;
vertDepthFade[tri.numVerts + i] = fade;
tri.verts[tri.numVerts + i].xyz = w[i].ToVec3();
tri.verts[tri.numVerts + i].st[0] = w[i].s;
tri.verts[tri.numVerts + i].st[1] = w[i].t;
for ( int k = 0 ; k < 4 ; k++ ) {
int icolor = idMath::FtoiFast( decalInfo.start[k] * fade * 255.0f );
if ( icolor < 0 ) {
icolor = 0;
} else if ( icolor > 255 ) {
icolor = 255;
}
tri.verts[tri.numVerts + i].color[k] = icolor;
}
}
for ( i = 2; i < w.GetNumPoints(); i++ ) {
tri.indexes[tri.numIndexes + 0] = tri.numVerts;
tri.indexes[tri.numIndexes + 1] = tri.numVerts + i - 1;
tri.indexes[tri.numIndexes + 2] = tri.numVerts + i;
indexStartTime[tri.numIndexes] =
indexStartTime[tri.numIndexes + 1] =
indexStartTime[tri.numIndexes + 2] = startTime;
tri.numIndexes += 3;
}
tri.numVerts += w.GetNumPoints();
return;
}
// if we are at the end of the list, create a new decal
if ( !nextDecal ) {
nextDecal = idRenderModelDecal::Alloc();
}
// let the next decal on the chain take a look
nextDecal->AddWinding( w, decalMaterial, fadePlanes, fadeDepth, startTime );
}
/*
=================
idRenderModelDecal::AddDepthFadedWinding
=================
*/
void idRenderModelDecal::AddDepthFadedWinding( const idWinding &w, const idMaterial *decalMaterial, const idPlane fadePlanes[2], float fadeDepth, int startTime ) {
idFixedWinding front, back;
front = w;
if ( front.Split( &back, fadePlanes[0], 0.1f ) == SIDE_CROSS ) {
AddWinding( back, decalMaterial, fadePlanes, fadeDepth, startTime );
}
if ( front.Split( &back, fadePlanes[1], 0.1f ) == SIDE_CROSS ) {
AddWinding( back, decalMaterial, fadePlanes, fadeDepth, startTime );
}
AddWinding( front, decalMaterial, fadePlanes, fadeDepth, startTime );
}
/*
=================
idRenderModelDecal::CreateDecal
=================
*/
void idRenderModelDecal::CreateDecal( const idRenderModel *model, const decalProjectionInfo_t &localInfo ) {
// check all model surfaces
for ( int surfNum = 0; surfNum < model->NumSurfaces(); surfNum++ ) {
const modelSurface_t *surf = model->Surface( surfNum );
// if no geometry or no shader
if ( !surf->geometry || !surf->shader ) {
continue;
}
// decals and overlays use the same rules
if ( !localInfo.force && !surf->shader->AllowOverlays() ) {
continue;
}
srfTriangles_t *stri = surf->geometry;
// if the triangle bounds do not overlap with projection bounds
if ( !localInfo.projectionBounds.IntersectsBounds( stri->bounds ) ) {
continue;
}
// allocate memory for the cull bits
byte *cullBits = (byte *)_alloca16( stri->numVerts * sizeof( cullBits[0] ) );
// catagorize all points by the planes
SIMDProcessor->DecalPointCull( cullBits, localInfo.boundingPlanes, stri->verts, stri->numVerts );
// find triangles inside the projection volume
for ( int triNum = 0, index = 0; index < stri->numIndexes; index += 3, triNum++ ) {
int v1 = stri->indexes[index+0];
int v2 = stri->indexes[index+1];
int v3 = stri->indexes[index+2];
// skip triangles completely off one side
if ( cullBits[v1] & cullBits[v2] & cullBits[v3] ) {
continue;
}
// skip back facing triangles
if ( stri->facePlanes && stri->facePlanesCalculated &&
stri->facePlanes[triNum].Normal() * localInfo.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 2].Normal() < -0.1f ) {
continue;
}
// create a winding with texture coordinates for the triangle
idFixedWinding fw;
fw.SetNumPoints( 3 );
if ( localInfo.parallel ) {
for ( int j = 0; j < 3; j++ ) {
fw[j] = stri->verts[stri->indexes[index+j]].xyz;
fw[j].s = localInfo.textureAxis[0].Distance( fw[j].ToVec3() );
fw[j].t = localInfo.textureAxis[1].Distance( fw[j].ToVec3() );
}
} else {
for ( int j = 0; j < 3; j++ ) {
idVec3 dir;
float scale;
fw[j] = stri->verts[stri->indexes[index+j]].xyz;
dir = fw[j].ToVec3() - localInfo.projectionOrigin;
localInfo.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 1].RayIntersection( fw[j].ToVec3(), dir, scale );
dir = fw[j].ToVec3() + scale * dir;
fw[j].s = localInfo.textureAxis[0].Distance( dir );
fw[j].t = localInfo.textureAxis[1].Distance( dir );
}
}
int orBits = cullBits[v1] | cullBits[v2] | cullBits[v3];
// clip the exact surface triangle to the projection volume
for ( int j = 0; j < NUM_DECAL_BOUNDING_PLANES; j++ ) {
if ( orBits & ( 1 << j ) ) {
if ( !fw.ClipInPlace( -localInfo.boundingPlanes[j] ) ) {
break;
}
}
}
if ( fw.GetNumPoints() == 0 ) {
continue;
}
AddDepthFadedWinding( fw, localInfo.material, localInfo.fadePlanes, localInfo.fadeDepth, localInfo.startTime );
}
}
}
/*
=====================
idRenderModelDecal::RemoveFadedDecals
=====================
*/
idRenderModelDecal *idRenderModelDecal::RemoveFadedDecals( idRenderModelDecal *decals, int time ) {
int i, j, minTime, newNumIndexes, newNumVerts;
int inUse[MAX_DECAL_VERTS];
decalInfo_t decalInfo;
idRenderModelDecal *nextDecal;
if ( decals == NULL ) {
return NULL;
}
// recursively free any next decals
decals->nextDecal = RemoveFadedDecals( decals->nextDecal, time );
// free the decals if no material set
if ( decals->material == NULL ) {
nextDecal = decals->nextDecal;
Free( decals );
return nextDecal;
}
decalInfo = decals->material->GetDecalInfo();
minTime = time - ( decalInfo.stayTime + decalInfo.fadeTime );
newNumIndexes = 0;
for ( i = 0; i < decals->tri.numIndexes; i += 3 ) {
if ( decals->indexStartTime[i] > minTime ) {
// keep this triangle
if ( newNumIndexes != i ) {
for ( j = 0; j < 3; j++ ) {
decals->tri.indexes[newNumIndexes+j] = decals->tri.indexes[i+j];
decals->indexStartTime[newNumIndexes+j] = decals->indexStartTime[i+j];
}
}
newNumIndexes += 3;
}
}
// free the decals if all trianges faded away
if ( newNumIndexes == 0 ) {
nextDecal = decals->nextDecal;
Free( decals );
return nextDecal;
}
decals->tri.numIndexes = newNumIndexes;
memset( inUse, 0, sizeof( inUse ) );
for ( i = 0; i < decals->tri.numIndexes; i++ ) {
inUse[decals->tri.indexes[i]] = 1;
}
newNumVerts = 0;
for ( i = 0; i < decals->tri.numVerts; i++ ) {
if ( !inUse[i] ) {
continue;
}
decals->tri.verts[newNumVerts] = decals->tri.verts[i];
decals->vertDepthFade[newNumVerts] = decals->vertDepthFade[i];
inUse[i] = newNumVerts;
newNumVerts++;
}
decals->tri.numVerts = newNumVerts;
for ( i = 0; i < decals->tri.numIndexes; i++ ) {
decals->tri.indexes[i] = inUse[decals->tri.indexes[i]];
}
return decals;
}
/*
=====================
idRenderModelDecal::AddDecalDrawSurf
=====================
*/
void idRenderModelDecal::AddDecalDrawSurf( viewEntity_t *space ) {
int i, j, maxTime;
float f;
decalInfo_t decalInfo;
if ( tri.numIndexes == 0 ) {
return;
}
// fade down all the verts with time
decalInfo = material->GetDecalInfo();
maxTime = decalInfo.stayTime + decalInfo.fadeTime;
// set vertex colors and remove faded triangles
for ( i = 0 ; i < tri.numIndexes ; i += 3 ) {
int deltaTime = tr.viewDef->renderView.time - indexStartTime[i];
if ( deltaTime > maxTime ) {
continue;
}
if ( deltaTime <= decalInfo.stayTime ) {
continue;
}
deltaTime -= decalInfo.stayTime;
f = (float)deltaTime / decalInfo.fadeTime;
for ( j = 0; j < 3; j++ ) {
int ind = tri.indexes[i+j];
for ( int k = 0; k < 4; k++ ) {
float fcolor = decalInfo.start[k] + ( decalInfo.end[k] - decalInfo.start[k] ) * f;
int icolor = idMath::FtoiFast( fcolor * vertDepthFade[ind] * 255.0f );
if ( icolor < 0 ) {
icolor = 0;
} else if ( icolor > 255 ) {
icolor = 255;
}
tri.verts[ind].color[k] = icolor;
}
}
}
// copy the tri and indexes to temp heap memory,
// because if we are running multi-threaded, we wouldn't
// be able to reorganize the index list
srfTriangles_t *newTri = (srfTriangles_t *)R_FrameAlloc( sizeof( *newTri ) );
*newTri = tri;
// copy the current vertexes to temp vertex cache
newTri->ambientCache = vertexCache.AllocFrameTemp( tri.verts, tri.numVerts * sizeof( idDrawVert ) );
// create the drawsurf
R_AddDrawSurf( newTri, space, &space->entityDef->parms, material, space->scissorRect );
}
/*
====================
idRenderModelDecal::ReadFromDemoFile
====================
*/
void idRenderModelDecal::ReadFromDemoFile( idDemoFile *f ) {
// FIXME: implement
}
/*
====================
idRenderModelDecal::WriteToDemoFile
====================
*/
void idRenderModelDecal::WriteToDemoFile( idDemoFile *f ) const {
// FIXME: implement
}