quadrilateralcowboy/renderer/Model_beam.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"
/*
This is a simple dynamic model that just creates a stretched quad between
two points that faces the view, like a dynamic deform tube.
*/
static const char *beam_SnapshotName = "_beam_Snapshot_";
/*
===============
idRenderModelBeam::IsDynamicModel
===============
*/
dynamicModel_t idRenderModelBeam::IsDynamicModel() const {
return DM_CONTINUOUS; // regenerate for every view
}
/*
===============
idRenderModelBeam::IsLoaded
===============
*/
bool idRenderModelBeam::IsLoaded() const {
return true; // don't ever need to load
}
/*
===============
idRenderModelBeam::InstantiateDynamicModel
===============
*/
idRenderModel *idRenderModelBeam::InstantiateDynamicModel( const struct renderEntity_s *renderEntity, const struct viewDef_s *viewDef, idRenderModel *cachedModel ) {
idRenderModelStatic *staticModel;
srfTriangles_t *tri;
modelSurface_t surf;
if ( cachedModel ) {
delete cachedModel;
cachedModel = NULL;
}
if ( renderEntity == NULL || viewDef == NULL ) {
delete cachedModel;
return NULL;
}
if ( cachedModel != NULL ) {
assert( dynamic_cast<idRenderModelStatic *>( cachedModel ) != NULL );
assert( idStr::Icmp( cachedModel->Name(), beam_SnapshotName ) == 0 );
staticModel = static_cast<idRenderModelStatic *>( cachedModel );
surf = *staticModel->Surface( 0 );
tri = surf.geometry;
} else {
staticModel = new idRenderModelStatic;
staticModel->InitEmpty( beam_SnapshotName );
tri = R_AllocStaticTriSurf();
R_AllocStaticTriSurfVerts( tri, 4 );
R_AllocStaticTriSurfIndexes( tri, 6 );
tri->verts[0].Clear();
tri->verts[0].st[0] = 0;
tri->verts[0].st[1] = 0;
tri->verts[1].Clear();
tri->verts[1].st[0] = 0;
tri->verts[1].st[1] = 1;
tri->verts[2].Clear();
tri->verts[2].st[0] = 1;
tri->verts[2].st[1] = 0;
tri->verts[3].Clear();
tri->verts[3].st[0] = 1;
tri->verts[3].st[1] = 1;
tri->indexes[0] = 0;
tri->indexes[1] = 2;
tri->indexes[2] = 1;
tri->indexes[3] = 2;
tri->indexes[4] = 3;
tri->indexes[5] = 1;
tri->numVerts = 4;
tri->numIndexes = 6;
surf.geometry = tri;
surf.id = 0;
surf.shader = tr.defaultMaterial;
staticModel->AddSurface( surf );
}
idVec3 target = *reinterpret_cast<const idVec3 *>( &renderEntity->shaderParms[SHADERPARM_BEAM_END_X] );
// we need the view direction to project the minor axis of the tube
// as the view changes
idVec3 localView, localTarget;
float modelMatrix[16];
R_AxisToModelMatrix( renderEntity->axis, renderEntity->origin, modelMatrix );
R_GlobalPointToLocal( modelMatrix, viewDef->renderView.vieworg, localView );
R_GlobalPointToLocal( modelMatrix, target, localTarget );
idVec3 major = localTarget;
idVec3 minor;
idVec3 mid = 0.5f * localTarget;
idVec3 dir = mid - localView;
minor.Cross( major, dir );
minor.Normalize();
if ( renderEntity->shaderParms[SHADERPARM_BEAM_WIDTH] != 0.0f ) {
minor *= renderEntity->shaderParms[SHADERPARM_BEAM_WIDTH] * 0.5f;
}
int red = idMath::FtoiFast( renderEntity->shaderParms[SHADERPARM_RED] * 255.0f );
int green = idMath::FtoiFast( renderEntity->shaderParms[SHADERPARM_GREEN] * 255.0f );
int blue = idMath::FtoiFast( renderEntity->shaderParms[SHADERPARM_BLUE] * 255.0f );
int alpha = idMath::FtoiFast( renderEntity->shaderParms[SHADERPARM_ALPHA] * 255.0f );
tri->verts[0].xyz = minor;
tri->verts[0].color[0] = red;
tri->verts[0].color[1] = green;
tri->verts[0].color[2] = blue;
tri->verts[0].color[3] = alpha;
tri->verts[1].xyz = -minor;
tri->verts[1].color[0] = red;
tri->verts[1].color[1] = green;
tri->verts[1].color[2] = blue;
tri->verts[1].color[3] = alpha;
tri->verts[2].xyz = localTarget + minor;
tri->verts[2].color[0] = red;
tri->verts[2].color[1] = green;
tri->verts[2].color[2] = blue;
tri->verts[2].color[3] = alpha;
tri->verts[3].xyz = localTarget - minor;
tri->verts[3].color[0] = red;
tri->verts[3].color[1] = green;
tri->verts[3].color[2] = blue;
tri->verts[3].color[3] = alpha;
R_BoundTriSurf( tri );
staticModel->bounds = tri->bounds;
return staticModel;
}
/*
===============
idRenderModelBeam::Bounds
===============
*/
idBounds idRenderModelBeam::Bounds( const struct renderEntity_s *renderEntity ) const {
idBounds b;
b.Zero();
if ( !renderEntity ) {
b.ExpandSelf( 8.0f );
} else {
idVec3 target = *reinterpret_cast<const idVec3 *>( &renderEntity->shaderParms[SHADERPARM_BEAM_END_X] );
idVec3 localTarget;
float modelMatrix[16];
R_AxisToModelMatrix( renderEntity->axis, renderEntity->origin, modelMatrix );
R_GlobalPointToLocal( modelMatrix, target, localTarget );
b.AddPoint( localTarget );
if ( renderEntity->shaderParms[SHADERPARM_BEAM_WIDTH] != 0.0f ) {
b.ExpandSelf( renderEntity->shaderParms[SHADERPARM_BEAM_WIDTH] * 0.5f );
}
}
return b;
}