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