/*
===========================================================================
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__ */