/* =========================================================================== 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" // 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 }