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https://github.com/blendogames/quadrilateralcowboy.git
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94 lines
3.4 KiB
C
94 lines
3.4 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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#ifndef __MODELOVERLAY_H__
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#define __MODELOVERLAY_H__
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/*
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===============================================================================
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Render model overlay for adding decals on top of dynamic models.
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===============================================================================
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*/
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const int MAX_OVERLAY_SURFACES = 16;
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typedef struct overlayVertex_s {
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int vertexNum;
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float st[2];
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} overlayVertex_t;
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typedef struct overlaySurface_s {
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int surfaceNum;
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int surfaceId;
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int numIndexes;
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glIndex_t * indexes;
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int numVerts;
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overlayVertex_t * verts;
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} overlaySurface_t;
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typedef struct overlayMaterial_s {
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const idMaterial * material;
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idList<overlaySurface_t *> surfaces;
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} overlayMaterial_t;
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class idRenderModelOverlay {
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public:
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idRenderModelOverlay();
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~idRenderModelOverlay();
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static idRenderModelOverlay *Alloc( void );
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static void Free( idRenderModelOverlay *overlay );
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// Projects an overlay onto deformable geometry and can be added to
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// a render entity to allow decals on top of dynamic models.
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// This does not generate tangent vectors, so it can't be used with
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// light interaction shaders. Materials for overlays should always
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// be clamped, because the projected texcoords can run well off the
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// texture since no new clip vertexes are generated.
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void CreateOverlay( const idRenderModel *model, const idPlane localTextureAxis[2], const idMaterial *material );
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// Creates new model surfaces for baseModel, which should be a static instantiation of a dynamic model.
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void AddOverlaySurfacesToModel( idRenderModel *baseModel );
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// Removes overlay surfaces from the model.
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static void RemoveOverlaySurfacesFromModel( idRenderModel *baseModel );
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void ReadFromDemoFile( class idDemoFile *f );
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void WriteToDemoFile( class idDemoFile *f ) const;
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private:
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idList<overlayMaterial_t *> materials;
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void FreeSurface( overlaySurface_t *surface );
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};
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#endif /* !__MODELOVERLAY_H__ */
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