/* =========================================================================== 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 . 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" #define LIQUID_MAX_SKIP_FRAMES 5 #define LIQUID_MAX_TYPES 3 /* ==================== idRenderModelLiquid::idRenderModelLiquid ==================== */ idRenderModelLiquid::idRenderModelLiquid() { verts_x = 32; verts_y = 32; scale_x = 256.0f; scale_y = 256.0f; liquid_type = 0; density = 0.97f; drop_height = 4; drop_radius = 4; drop_delay = 1000; shader = declManager->FindMaterial( NULL ); update_tics = 33; // ~30 hz time = 0; seed = 0; random.SetSeed( 0 ); } /* ==================== idRenderModelLiquid::GenerateSurface ==================== */ modelSurface_t idRenderModelLiquid::GenerateSurface( float lerp ) { srfTriangles_t *tri; int i, base; idDrawVert *vert; modelSurface_t surf; float inv_lerp; inv_lerp = 1.0f - lerp; vert = verts.Ptr(); for( i = 0; i < verts.Num(); i++, vert++ ) { vert->xyz.z = page1[ i ] * lerp + page2[ i ] * inv_lerp; } tr.pc.c_deformedSurfaces++; tr.pc.c_deformedVerts += deformInfo->numOutputVerts; tr.pc.c_deformedIndexes += deformInfo->numIndexes; tri = R_AllocStaticTriSurf(); // note that some of the data is references, and should not be freed tri->deformedSurface = true; tri->numIndexes = deformInfo->numIndexes; tri->indexes = deformInfo->indexes; tri->silIndexes = deformInfo->silIndexes; tri->numMirroredVerts = deformInfo->numMirroredVerts; tri->mirroredVerts = deformInfo->mirroredVerts; tri->numDupVerts = deformInfo->numDupVerts; tri->dupVerts = deformInfo->dupVerts; tri->numSilEdges = deformInfo->numSilEdges; tri->silEdges = deformInfo->silEdges; tri->dominantTris = deformInfo->dominantTris; tri->numVerts = deformInfo->numOutputVerts; R_AllocStaticTriSurfVerts( tri, tri->numVerts ); SIMDProcessor->Memcpy( tri->verts, verts.Ptr(), deformInfo->numSourceVerts * sizeof(tri->verts[0]) ); // replicate the mirror seam vertexes base = deformInfo->numOutputVerts - deformInfo->numMirroredVerts; for ( i = 0 ; i < deformInfo->numMirroredVerts ; i++ ) { tri->verts[base + i] = tri->verts[deformInfo->mirroredVerts[i]]; } R_BoundTriSurf( tri ); // If a surface is going to be have a lighting interaction generated, it will also have to call // R_DeriveTangents() to get normals, tangents, and face planes. If it only // needs shadows generated, it will only have to generate face planes. If it only // has ambient drawing, or is culled, no additional work will be necessary if ( !r_useDeferredTangents.GetBool() ) { // set face planes, vertex normals, tangents R_DeriveTangents( tri ); } surf.geometry = tri; surf.shader = shader; return surf; } /* ==================== idRenderModelLiquid::WaterDrop ==================== */ void idRenderModelLiquid::WaterDrop( int x, int y, float *page ) { int cx, cy; int left,top,right,bottom; int square; int radsquare = drop_radius * drop_radius; float invlength = 1.0f / ( float )radsquare; float dist; if ( x < 0 ) { x = 1 + drop_radius + random.RandomInt( verts_x - 2 * drop_radius - 1 ); } if ( y < 0 ) { y = 1 + drop_radius + random.RandomInt( verts_y - 2 * drop_radius - 1 ); } left=-drop_radius; right = drop_radius; top=-drop_radius; bottom = drop_radius; // Perform edge clipping... if ( x - drop_radius < 1 ) { left -= (x-drop_radius-1); } if ( y - drop_radius < 1 ) { top -= (y-drop_radius-1); } if ( x + drop_radius > verts_x - 1 ) { right -= (x+drop_radius-verts_x+1); } if ( y + drop_radius > verts_y - 1 ) { bottom-= (y+drop_radius-verts_y+1); } for ( cy = top; cy < bottom; cy++ ) { for ( cx = left; cx < right; cx++ ) { square = cy*cy + cx*cx; if ( square < radsquare ) { dist = idMath::Sqrt( (float)square * invlength ); page[verts_x*(cy+y) + cx+x] += idMath::Cos16( dist * idMath::PI * 0.5f ) * drop_height; } } } } /* ==================== idRenderModelLiquid::IntersectBounds ==================== */ void idRenderModelLiquid::IntersectBounds( const idBounds &bounds, float displacement ) { int cx, cy; int left,top,right,bottom; float up, down; float *pos; left = ( int )( bounds[ 0 ].x / scale_x ); right = ( int )( bounds[ 1 ].x / scale_x ); top = ( int )( bounds[ 0 ].y / scale_y ); bottom = ( int )( bounds[ 1 ].y / scale_y ); down = bounds[ 0 ].z; up = bounds[ 1 ].z; if ( ( right < 1 ) || ( left >= verts_x ) || ( bottom < 1 ) || ( top >= verts_x ) ) { return; } // Perform edge clipping... if ( left < 1 ) { left = 1; } if ( right >= verts_x ) { right = verts_x - 1; } if ( top < 1 ) { top = 1; } if ( bottom >= verts_y ) { bottom = verts_y - 1; } for ( cy = top; cy < bottom; cy++ ) { for ( cx = left; cx < right; cx++ ) { pos = &page1[ verts_x * cy + cx ]; if ( *pos > down ) {//&& ( *pos < up ) ) { *pos = down; } } } } /* ==================== idRenderModelLiquid::Update ==================== */ void idRenderModelLiquid::Update( void ) { int x, y; float *p2; float *p1; float value; time += update_tics; idSwap( page1, page2 ); if ( time > nextDropTime ) { WaterDrop( -1, -1, page2 ); nextDropTime = time + drop_delay; } else if ( time < nextDropTime - drop_delay ) { nextDropTime = time + drop_delay; } p1 = page1; p2 = page2; switch( liquid_type ) { case 0 : for ( y = 1; y < verts_y - 1; y++ ) { p2 += verts_x; p1 += verts_x; for ( x = 1; x < verts_x - 1; x++ ) { value = ( p2[ x + verts_x ] + p2[ x - verts_x ] + p2[ x + 1 ] + p2[ x - 1 ] + p2[ x - verts_x - 1 ] + p2[ x - verts_x + 1 ] + p2[ x + verts_x - 1 ] + p2[ x + verts_x + 1 ] + p2[ x ] ) * ( 2.0f / 9.0f ) - p1[ x ]; p1[ x ] = value * density; } } break; case 1 : for ( y = 1; y < verts_y - 1; y++ ) { p2 += verts_x; p1 += verts_x; for ( x = 1; x < verts_x - 1; x++ ) { value = ( p2[ x + verts_x ] + p2[ x - verts_x ] + p2[ x + 1 ] + p2[ x - 1 ] + p2[ x - verts_x - 1 ] + p2[ x - verts_x + 1 ] + p2[ x + verts_x - 1 ] + p2[ x + verts_x + 1 ] ) * 0.25f - p1[ x ]; p1[ x ] = value * density; } } break; case 2 : for ( y = 1; y < verts_y - 1; y++ ) { p2 += verts_x; p1 += verts_x; for ( x = 1; x < verts_x - 1; x++ ) { value = ( p2[ x + verts_x ] + p2[ x - verts_x ] + p2[ x + 1 ] + p2[ x - 1 ] + p2[ x - verts_x - 1 ] + p2[ x - verts_x + 1 ] + p2[ x + verts_x - 1 ] + p2[ x + verts_x + 1 ] + p2[ x ] ) * ( 1.0f / 9.0f ); p1[ x ] = value * density; } } break; } } /* ==================== idRenderModelLiquid::Reset ==================== */ void idRenderModelLiquid::Reset() { int i, x, y; if ( pages.Num() < 2 * verts_x * verts_y ) { return; } nextDropTime = 0; time = 0; random.SetSeed( seed ); page1 = pages.Ptr(); page2 = page1 + verts_x * verts_y; for ( i = 0, y = 0; y < verts_y; y++ ) { for ( x = 0; x < verts_x; x++, i++ ) { page1[ i ] = 0.0f; page2[ i ] = 0.0f; verts[ i ].xyz.z = 0.0f; } } } /* ==================== idRenderModelLiquid::InitFromFile ==================== */ void idRenderModelLiquid::InitFromFile( const char *fileName ) { int i, x, y; idToken token; idParser parser( LEXFL_ALLOWPATHNAMES | LEXFL_NOSTRINGESCAPECHARS ); idList tris; float size_x, size_y; float rate; name = fileName; if ( !parser.LoadFile( fileName ) ) { MakeDefaultModel(); return; } size_x = scale_x * verts_x; size_y = scale_y * verts_y; while( parser.ReadToken( &token ) ) { if ( !token.Icmp( "seed" ) ) { seed = parser.ParseInt(); } else if ( !token.Icmp( "size_x" ) ) { size_x = parser.ParseFloat(); } else if ( !token.Icmp( "size_y" ) ) { size_y = parser.ParseFloat(); } else if ( !token.Icmp( "verts_x" ) ) { verts_x = parser.ParseFloat(); if ( verts_x < 2 ) { parser.Warning( "Invalid # of verts. Using default model." ); MakeDefaultModel(); return; } } else if ( !token.Icmp( "verts_y" ) ) { verts_y = parser.ParseFloat(); if ( verts_y < 2 ) { parser.Warning( "Invalid # of verts. Using default model." ); MakeDefaultModel(); return; } } else if ( !token.Icmp( "liquid_type" ) ) { liquid_type = parser.ParseInt() - 1; if ( ( liquid_type < 0 ) || ( liquid_type >= LIQUID_MAX_TYPES ) ) { parser.Warning( "Invalid liquid_type. Using default model." ); MakeDefaultModel(); return; } } else if ( !token.Icmp( "density" ) ) { density = parser.ParseFloat(); } else if ( !token.Icmp( "drop_height" ) ) { drop_height = parser.ParseFloat(); } else if ( !token.Icmp( "drop_radius" ) ) { drop_radius = parser.ParseInt(); } else if ( !token.Icmp( "drop_delay" ) ) { drop_delay = SEC2MS( parser.ParseFloat() ); } else if ( !token.Icmp( "shader" ) ) { parser.ReadToken( &token ); shader = declManager->FindMaterial( token ); } else if ( !token.Icmp( "seed" ) ) { seed = parser.ParseInt(); } else if ( !token.Icmp( "update_rate" ) ) { rate = parser.ParseFloat(); if ( ( rate <= 0.0f ) || ( rate > 60.0f ) ) { parser.Warning( "Invalid update_rate. Must be between 0 and 60. Using default model." ); MakeDefaultModel(); return; } update_tics = 1000 / rate; } else { parser.Warning( "Unknown parameter '%s'. Using default model.", token.c_str() ); MakeDefaultModel(); return; } } scale_x = size_x / ( verts_x - 1 ); scale_y = size_y / ( verts_y - 1 ); pages.SetNum( 2 * verts_x * verts_y ); page1 = pages.Ptr(); page2 = page1 + verts_x * verts_y; verts.SetNum( verts_x * verts_y ); for ( i = 0, y = 0; y < verts_y; y++ ) { for ( x = 0; x < verts_x; x++, i++ ) { page1[ i ] = 0.0f; page2[ i ] = 0.0f; verts[ i ].Clear(); verts[ i ].xyz.Set( x * scale_x, y * scale_y, 0.0f ); verts[ i ].st.Set( (float) x / (float)( verts_x - 1 ), (float) -y / (float)( verts_y - 1 ) ); } } tris.SetNum( ( verts_x - 1 ) * ( verts_y - 1 ) * 6 ); for( i = 0, y = 0; y < verts_y - 1; y++ ) { for( x = 1; x < verts_x; x++, i += 6 ) { tris[ i + 0 ] = y * verts_x + x; tris[ i + 1 ] = y * verts_x + x - 1; tris[ i + 2 ] = ( y + 1 ) * verts_x + x - 1; tris[ i + 3 ] = ( y + 1 ) * verts_x + x - 1; tris[ i + 4 ] = ( y + 1 ) * verts_x + x; tris[ i + 5 ] = y * verts_x + x; } } // build the information that will be common to all animations of this mesh: // sil edge connectivity and normal / tangent generation information deformInfo = R_BuildDeformInfo( verts.Num(), verts.Ptr(), tris.Num(), tris.Ptr(), true ); bounds.Clear(); bounds.AddPoint( idVec3( 0.0f, 0.0f, drop_height * -10.0f ) ); bounds.AddPoint( idVec3( ( verts_x - 1 ) * scale_x, ( verts_y - 1 ) * scale_y, drop_height * 10.0f ) ); // set the timestamp for reloadmodels fileSystem->ReadFile( name, NULL, &timeStamp ); Reset(); } /* ==================== idRenderModelLiquid::InstantiateDynamicModel ==================== */ idRenderModel *idRenderModelLiquid::InstantiateDynamicModel( const struct renderEntity_s *ent, const struct viewDef_s *view, idRenderModel *cachedModel ) { idRenderModelStatic *staticModel; int frames; int t; float lerp; if ( cachedModel ) { delete cachedModel; cachedModel = NULL; } if ( !deformInfo ) { return NULL; } if ( !view ) { t = 0; } else { t = view->renderView.time; } // update the liquid model frames = ( t - time ) / update_tics; if ( frames > LIQUID_MAX_SKIP_FRAMES ) { // don't let time accumalate when skipping frames time += update_tics * ( frames - LIQUID_MAX_SKIP_FRAMES ); frames = LIQUID_MAX_SKIP_FRAMES; } while( frames > 0 ) { Update(); frames--; } // create the surface lerp = ( float )( t - time ) / ( float )update_tics; modelSurface_t surf = GenerateSurface( lerp ); staticModel = new idRenderModelStatic; staticModel->AddSurface( surf ); staticModel->bounds = surf.geometry->bounds; return staticModel; } /* ==================== idRenderModelLiquid::IsDynamicModel ==================== */ dynamicModel_t idRenderModelLiquid::IsDynamicModel() const { return DM_CONTINUOUS; } /* ==================== idRenderModelLiquid::Bounds ==================== */ idBounds idRenderModelLiquid::Bounds(const struct renderEntity_s *ent) const { // FIXME: need to do this better return bounds; }