mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-21 19:51:04 +00:00
386 lines
12 KiB
C++
386 lines
12 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Model_local.h"
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#include "tr_local.h"
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/*
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====================
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idRenderModelOverlay::idRenderModelOverlay
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====================
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*/
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idRenderModelOverlay::idRenderModelOverlay() {
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}
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/*
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====================
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idRenderModelOverlay::~idRenderModelOverlay
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====================
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*/
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idRenderModelOverlay::~idRenderModelOverlay() {
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int i, k;
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for ( k = 0; k < materials.Num(); k++ ) {
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for ( i = 0; i < materials[k]->surfaces.Num(); i++ ) {
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FreeSurface( materials[k]->surfaces[i] );
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}
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materials[k]->surfaces.Clear();
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delete materials[k];
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}
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materials.Clear();
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}
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/*
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====================
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idRenderModelOverlay::Alloc
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====================
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*/
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idRenderModelOverlay *idRenderModelOverlay::Alloc( void ) {
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return new idRenderModelOverlay;
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}
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/*
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====================
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idRenderModelOverlay::Free
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====================
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*/
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void idRenderModelOverlay::Free( idRenderModelOverlay *overlay ) {
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delete overlay;
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}
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/*
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====================
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idRenderModelOverlay::FreeSurface
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====================
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*/
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void idRenderModelOverlay::FreeSurface( overlaySurface_t *surface ) {
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if ( surface->verts ) {
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Mem_Free( surface->verts );
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}
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if ( surface->indexes ) {
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Mem_Free( surface->indexes );
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}
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Mem_Free( surface );
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}
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/*
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=====================
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idRenderModelOverlay::CreateOverlay
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This projects on both front and back sides to avoid seams
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The material should be clamped, because entire triangles are added, some of which
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may extend well past the 0.0 to 1.0 texture range
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=====================
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*/
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void idRenderModelOverlay::CreateOverlay( const idRenderModel *model, const idPlane localTextureAxis[2], const idMaterial *mtr ) {
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int i, maxVerts, maxIndexes, surfNum;
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idRenderModelOverlay *overlay = NULL;
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// count up the maximum possible vertices and indexes per surface
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maxVerts = 0;
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maxIndexes = 0;
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for ( surfNum = 0; surfNum < model->NumSurfaces(); surfNum++ ) {
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const modelSurface_t *surf = model->Surface( surfNum );
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if ( surf->geometry->numVerts > maxVerts ) {
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maxVerts = surf->geometry->numVerts;
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}
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if ( surf->geometry->numIndexes > maxIndexes ) {
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maxIndexes = surf->geometry->numIndexes;
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}
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}
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// make temporary buffers for the building process
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overlayVertex_t *overlayVerts = (overlayVertex_t *)_alloca( maxVerts * sizeof( *overlayVerts ) );
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glIndex_t *overlayIndexes = (glIndex_t *)_alloca16( maxIndexes * sizeof( *overlayIndexes ) );
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// pull out the triangles we need from the base surfaces
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for ( surfNum = 0; surfNum < model->NumBaseSurfaces(); surfNum++ ) {
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const modelSurface_t *surf = model->Surface( surfNum );
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float d;
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if ( !surf->geometry || !surf->shader ) {
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continue;
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}
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// some surfaces can explicitly disallow overlays
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if ( !surf->shader->AllowOverlays() ) {
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continue;
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}
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const srfTriangles_t *stri = surf->geometry;
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// try to cull the whole surface along the first texture axis
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d = stri->bounds.PlaneDistance( localTextureAxis[0] );
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if ( d < 0.0f || d > 1.0f ) {
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continue;
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}
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// try to cull the whole surface along the second texture axis
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d = stri->bounds.PlaneDistance( localTextureAxis[1] );
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if ( d < 0.0f || d > 1.0f ) {
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continue;
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}
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byte *cullBits = (byte *)_alloca16( stri->numVerts * sizeof( cullBits[0] ) );
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idVec2 *texCoords = (idVec2 *)_alloca16( stri->numVerts * sizeof( texCoords[0] ) );
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SIMDProcessor->OverlayPointCull( cullBits, texCoords, localTextureAxis, stri->verts, stri->numVerts );
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glIndex_t *vertexRemap = (glIndex_t *)_alloca16( sizeof( vertexRemap[0] ) * stri->numVerts );
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SIMDProcessor->Memset( vertexRemap, -1, sizeof( vertexRemap[0] ) * stri->numVerts );
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// find triangles that need the overlay
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int numVerts = 0;
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int numIndexes = 0;
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int triNum = 0;
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for ( int index = 0; index < stri->numIndexes; index += 3, triNum++ ) {
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int v1 = stri->indexes[index+0];
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int v2 = stri->indexes[index+1];
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int v3 = stri->indexes[index+2];
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// skip triangles completely off one side
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if ( cullBits[v1] & cullBits[v2] & cullBits[v3] ) {
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continue;
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}
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// we could do more precise triangle culling, like the light interaction does, if desired
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// keep this triangle
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for ( int vnum = 0; vnum < 3; vnum++ ) {
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int ind = stri->indexes[index+vnum];
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if ( vertexRemap[ind] == (glIndex_t)-1 ) {
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vertexRemap[ind] = numVerts;
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overlayVerts[numVerts].vertexNum = ind;
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overlayVerts[numVerts].st[0] = texCoords[ind][0];
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overlayVerts[numVerts].st[1] = texCoords[ind][1];
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numVerts++;
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}
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overlayIndexes[numIndexes++] = vertexRemap[ind];
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}
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}
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if ( !numIndexes ) {
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continue;
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}
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overlaySurface_t *s = (overlaySurface_t *) Mem_Alloc( sizeof( overlaySurface_t ) );
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s->surfaceNum = surfNum;
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s->surfaceId = surf->id;
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s->verts = (overlayVertex_t *)Mem_Alloc( numVerts * sizeof( s->verts[0] ) );
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memcpy( s->verts, overlayVerts, numVerts * sizeof( s->verts[0] ) );
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s->numVerts = numVerts;
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s->indexes = (glIndex_t *)Mem_Alloc( numIndexes * sizeof( s->indexes[0] ) );
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memcpy( s->indexes, overlayIndexes, numIndexes * sizeof( s->indexes[0] ) );
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s->numIndexes = numIndexes;
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for ( i = 0; i < materials.Num(); i++ ) {
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if ( materials[i]->material == mtr ) {
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break;
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}
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}
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if ( i < materials.Num() ) {
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materials[i]->surfaces.Append( s );
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} else {
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overlayMaterial_t *mat = new overlayMaterial_t;
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mat->material = mtr;
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mat->surfaces.Append( s );
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materials.Append( mat );
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}
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}
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// remove the oldest overlay surfaces if there are too many per material
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for ( i = 0; i < materials.Num(); i++ ) {
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while( materials[i]->surfaces.Num() > MAX_OVERLAY_SURFACES ) {
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FreeSurface( materials[i]->surfaces[0] );
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materials[i]->surfaces.RemoveIndex( 0 );
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}
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}
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}
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/*
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====================
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idRenderModelOverlay::AddOverlaySurfacesToModel
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====================
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*/
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void idRenderModelOverlay::AddOverlaySurfacesToModel( idRenderModel *baseModel ) {
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int i, j, k, numVerts, numIndexes, surfaceNum;
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const modelSurface_t *baseSurf;
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idRenderModelStatic *staticModel;
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overlaySurface_t *surf;
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srfTriangles_t *newTri;
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modelSurface_t *newSurf;
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if ( baseModel == NULL || baseModel->IsDefaultModel() ) {
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return;
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}
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// md5 models won't have any surfaces when r_showSkel is set
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if ( !baseModel->NumSurfaces() ) {
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return;
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}
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if ( baseModel->IsDynamicModel() != DM_STATIC ) {
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common->Error( "idRenderModelOverlay::AddOverlaySurfacesToModel: baseModel is not a static model" );
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}
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assert( dynamic_cast<idRenderModelStatic *>(baseModel) != NULL );
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staticModel = static_cast<idRenderModelStatic *>(baseModel);
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staticModel->overlaysAdded = 0;
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if ( !materials.Num() ) {
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staticModel->DeleteSurfacesWithNegativeId();
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return;
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}
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for ( k = 0; k < materials.Num(); k++ ) {
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numVerts = numIndexes = 0;
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for ( i = 0; i < materials[k]->surfaces.Num(); i++ ) {
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numVerts += materials[k]->surfaces[i]->numVerts;
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numIndexes += materials[k]->surfaces[i]->numIndexes;
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}
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if ( staticModel->FindSurfaceWithId( -1 - k, surfaceNum ) ) {
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newSurf = &staticModel->surfaces[surfaceNum];
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} else {
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newSurf = &staticModel->surfaces.Alloc();
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newSurf->geometry = NULL;
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newSurf->shader = materials[k]->material;
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newSurf->id = -1 - k;
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}
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if ( newSurf->geometry == NULL || newSurf->geometry->numVerts < numVerts || newSurf->geometry->numIndexes < numIndexes ) {
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R_FreeStaticTriSurf( newSurf->geometry );
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newSurf->geometry = R_AllocStaticTriSurf();
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R_AllocStaticTriSurfVerts( newSurf->geometry, numVerts );
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R_AllocStaticTriSurfIndexes( newSurf->geometry, numIndexes );
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SIMDProcessor->Memset( newSurf->geometry->verts, 0, numVerts * sizeof( newTri->verts[0] ) );
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} else {
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R_FreeStaticTriSurfVertexCaches( newSurf->geometry );
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}
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newTri = newSurf->geometry;
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numVerts = numIndexes = 0;
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for ( i = 0; i < materials[k]->surfaces.Num(); i++ ) {
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surf = materials[k]->surfaces[i];
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// get the model surface for this overlay surface
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if ( surf->surfaceNum < staticModel->NumSurfaces() ) {
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baseSurf = staticModel->Surface( surf->surfaceNum );
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} else {
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baseSurf = NULL;
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}
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// if the surface ids no longer match
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if ( !baseSurf || baseSurf->id != surf->surfaceId ) {
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// find the surface with the correct id
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if ( staticModel->FindSurfaceWithId( surf->surfaceId, surf->surfaceNum ) ) {
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baseSurf = staticModel->Surface( surf->surfaceNum );
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} else {
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// the surface with this id no longer exists
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FreeSurface( surf );
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materials[k]->surfaces.RemoveIndex( i );
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i--;
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continue;
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}
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}
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// copy indexes;
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for ( j = 0; j < surf->numIndexes; j++ ) {
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newTri->indexes[numIndexes + j] = numVerts + surf->indexes[j];
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}
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numIndexes += surf->numIndexes;
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// copy vertices
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for ( j = 0; j < surf->numVerts; j++ ) {
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overlayVertex_t *overlayVert = &surf->verts[j];
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newTri->verts[numVerts].st[0] = overlayVert->st[0];
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newTri->verts[numVerts].st[1] = overlayVert->st[1];
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if ( overlayVert->vertexNum >= baseSurf->geometry->numVerts ) {
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// This can happen when playing a demofile and a model has been changed since it was recorded, so just issue a warning and go on.
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common->Warning( "idRenderModelOverlay::AddOverlaySurfacesToModel: overlay vertex out of range. Model has probably changed since generating the overlay." );
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FreeSurface( surf );
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materials[k]->surfaces.RemoveIndex( i );
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staticModel->DeleteSurfaceWithId( newSurf->id );
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return;
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}
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newTri->verts[numVerts].xyz = baseSurf->geometry->verts[overlayVert->vertexNum].xyz;
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numVerts++;
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}
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}
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newTri->numVerts = numVerts;
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newTri->numIndexes = numIndexes;
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R_BoundTriSurf( newTri );
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staticModel->overlaysAdded++; // so we don't create an overlay on an overlay surface
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}
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}
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/*
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====================
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idRenderModelOverlay::RemoveOverlaySurfacesFromModel
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====================
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*/
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void idRenderModelOverlay::RemoveOverlaySurfacesFromModel( idRenderModel *baseModel ) {
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idRenderModelStatic *staticModel;
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assert( dynamic_cast<idRenderModelStatic *>(baseModel) != NULL );
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staticModel = static_cast<idRenderModelStatic *>(baseModel);
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staticModel->DeleteSurfacesWithNegativeId();
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staticModel->overlaysAdded = 0;
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}
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/*
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====================
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idRenderModelOverlay::ReadFromDemoFile
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====================
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*/
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void idRenderModelOverlay::ReadFromDemoFile( idDemoFile *f ) {
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// FIXME: implement
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}
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/*
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====================
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idRenderModelOverlay::WriteToDemoFile
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====================
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*/
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void idRenderModelOverlay::WriteToDemoFile( idDemoFile *f ) const {
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// FIXME: implement
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}
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