mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-10 06:41:36 +00:00
537 lines
16 KiB
C++
537 lines
16 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 "tr_local.h"
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#include "Model_local.h"
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// decalFade filter 5 0.1
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// polygonOffset
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// {
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// map invertColor( textures/splat )
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// blend GL_ZERO GL_ONE_MINUS_SRC
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// vertexColor
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// clamp
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// }
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/*
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==================
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idRenderModelDecal::idRenderModelDecal
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==================
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*/
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idRenderModelDecal::idRenderModelDecal( void ) {
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memset( &tri, 0, sizeof( tri ) );
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tri.verts = verts;
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tri.indexes = indexes;
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material = NULL;
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nextDecal = NULL;
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}
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/*
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==================
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idRenderModelDecal::~idRenderModelDecal
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==================
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*/
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idRenderModelDecal::~idRenderModelDecal( void ) {
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}
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/*
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==================
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idRenderModelDecal::idRenderModelDecal
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==================
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*/
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idRenderModelDecal *idRenderModelDecal::Alloc( void ) {
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return new idRenderModelDecal;
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}
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/*
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==================
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idRenderModelDecal::idRenderModelDecal
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==================
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*/
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void idRenderModelDecal::Free( idRenderModelDecal *decal ) {
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delete decal;
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}
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/*
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=================
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idRenderModelDecal::CreateProjectionInfo
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=================
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*/
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bool idRenderModelDecal::CreateProjectionInfo( decalProjectionInfo_t &info, const idFixedWinding &winding, const idVec3 &projectionOrigin, const bool parallel, const float fadeDepth, const idMaterial *material, const int startTime ) {
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if ( winding.GetNumPoints() != NUM_DECAL_BOUNDING_PLANES - 2 ) {
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common->Printf( "idRenderModelDecal::CreateProjectionInfo: winding must have %d points\n", NUM_DECAL_BOUNDING_PLANES - 2 );
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return false;
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}
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assert( material != NULL );
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info.projectionOrigin = projectionOrigin;
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info.material = material;
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info.parallel = parallel;
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info.fadeDepth = fadeDepth;
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info.startTime = startTime;
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info.force = false;
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// get the winding plane and the depth of the projection volume
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idPlane windingPlane;
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winding.GetPlane( windingPlane );
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float depth = windingPlane.Distance( projectionOrigin );
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// find the bounds for the projection
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winding.GetBounds( info.projectionBounds );
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if ( parallel ) {
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info.projectionBounds.ExpandSelf( depth );
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} else {
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info.projectionBounds.AddPoint( projectionOrigin );
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}
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// calculate the world space projection volume bounding planes, positive sides face outside the decal
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if ( parallel ) {
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for ( int i = 0; i < winding.GetNumPoints(); i++ ) {
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idVec3 edge = winding[(i+1)%winding.GetNumPoints()].ToVec3() - winding[i].ToVec3();
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info.boundingPlanes[i].Normal().Cross( windingPlane.Normal(), edge );
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info.boundingPlanes[i].Normalize();
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info.boundingPlanes[i].FitThroughPoint( winding[i].ToVec3() );
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}
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} else {
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for ( int i = 0; i < winding.GetNumPoints(); i++ ) {
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info.boundingPlanes[i].FromPoints( projectionOrigin, winding[i].ToVec3(), winding[(i+1)%winding.GetNumPoints()].ToVec3() );
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}
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}
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info.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 2] = windingPlane;
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info.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 2][3] -= depth;
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info.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 1] = -windingPlane;
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// fades will be from these plane
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info.fadePlanes[0] = windingPlane;
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info.fadePlanes[0][3] -= fadeDepth;
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info.fadePlanes[1] = -windingPlane;
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info.fadePlanes[1][3] += depth - fadeDepth;
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// calculate the texture vectors for the winding
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float len, texArea, inva;
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idVec3 temp;
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idVec5 d0, d1;
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const idVec5 &a = winding[0];
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const idVec5 &b = winding[1];
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const idVec5 &c = winding[2];
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d0 = b.ToVec3() - a.ToVec3();
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d0.s = b.s - a.s;
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d0.t = b.t - a.t;
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d1 = c.ToVec3() - a.ToVec3();
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d1.s = c.s - a.s;
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d1.t = c.t - a.t;
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texArea = ( d0[3] * d1[4] ) - ( d0[4] * d1[3] );
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inva = 1.0f / texArea;
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temp[0] = ( d0[0] * d1[4] - d0[4] * d1[0] ) * inva;
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temp[1] = ( d0[1] * d1[4] - d0[4] * d1[1] ) * inva;
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temp[2] = ( d0[2] * d1[4] - d0[4] * d1[2] ) * inva;
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len = temp.Normalize();
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info.textureAxis[0].Normal() = temp * ( 1.0f / len );
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info.textureAxis[0][3] = winding[0].s - ( winding[0].ToVec3() * info.textureAxis[0].Normal() );
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temp[0] = ( d0[3] * d1[0] - d0[0] * d1[3] ) * inva;
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temp[1] = ( d0[3] * d1[1] - d0[1] * d1[3] ) * inva;
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temp[2] = ( d0[3] * d1[2] - d0[2] * d1[3] ) * inva;
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len = temp.Normalize();
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info.textureAxis[1].Normal() = temp * ( 1.0f / len );
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info.textureAxis[1][3] = winding[0].t - ( winding[0].ToVec3() * info.textureAxis[1].Normal() );
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return true;
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}
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/*
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=================
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idRenderModelDecal::CreateProjectionInfo
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=================
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*/
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void idRenderModelDecal::GlobalProjectionInfoToLocal( decalProjectionInfo_t &localInfo, const decalProjectionInfo_t &info, const idVec3 &origin, const idMat3 &axis ) {
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float modelMatrix[16];
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R_AxisToModelMatrix( axis, origin, modelMatrix );
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for ( int j = 0; j < NUM_DECAL_BOUNDING_PLANES; j++ ) {
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R_GlobalPlaneToLocal( modelMatrix, info.boundingPlanes[j], localInfo.boundingPlanes[j] );
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}
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R_GlobalPlaneToLocal( modelMatrix, info.fadePlanes[0], localInfo.fadePlanes[0] );
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R_GlobalPlaneToLocal( modelMatrix, info.fadePlanes[1], localInfo.fadePlanes[1] );
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R_GlobalPlaneToLocal( modelMatrix, info.textureAxis[0], localInfo.textureAxis[0] );
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R_GlobalPlaneToLocal( modelMatrix, info.textureAxis[1], localInfo.textureAxis[1] );
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R_GlobalPointToLocal( modelMatrix, info.projectionOrigin, localInfo.projectionOrigin );
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localInfo.projectionBounds = info.projectionBounds;
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localInfo.projectionBounds.TranslateSelf( -origin );
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localInfo.projectionBounds.RotateSelf( axis.Transpose() );
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localInfo.material = info.material;
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localInfo.parallel = info.parallel;
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localInfo.fadeDepth = info.fadeDepth;
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localInfo.startTime = info.startTime;
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localInfo.force = info.force;
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}
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/*
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=================
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idRenderModelDecal::AddWinding
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=================
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*/
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void idRenderModelDecal::AddWinding( const idWinding &w, const idMaterial *decalMaterial, const idPlane fadePlanes[2], float fadeDepth, int startTime ) {
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int i;
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float invFadeDepth, fade;
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decalInfo_t decalInfo;
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if ( ( material == NULL || material == decalMaterial ) &&
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tri.numVerts + w.GetNumPoints() < MAX_DECAL_VERTS &&
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tri.numIndexes + ( w.GetNumPoints() - 2 ) * 3 < MAX_DECAL_INDEXES ) {
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material = decalMaterial;
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// add to this decal
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decalInfo = material->GetDecalInfo();
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invFadeDepth = -1.0f / fadeDepth;
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for ( i = 0; i < w.GetNumPoints(); i++ ) {
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fade = fadePlanes[0].Distance( w[i].ToVec3() ) * invFadeDepth;
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if ( fade < 0.0f ) {
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fade = fadePlanes[1].Distance( w[i].ToVec3() ) * invFadeDepth;
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}
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if ( fade < 0.0f ) {
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fade = 0.0f;
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} else if ( fade > 0.99f ) {
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fade = 1.0f;
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}
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fade = 1.0f - fade;
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vertDepthFade[tri.numVerts + i] = fade;
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tri.verts[tri.numVerts + i].xyz = w[i].ToVec3();
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tri.verts[tri.numVerts + i].st[0] = w[i].s;
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tri.verts[tri.numVerts + i].st[1] = w[i].t;
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for ( int k = 0 ; k < 4 ; k++ ) {
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int icolor = idMath::FtoiFast( decalInfo.start[k] * fade * 255.0f );
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if ( icolor < 0 ) {
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icolor = 0;
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} else if ( icolor > 255 ) {
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icolor = 255;
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}
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tri.verts[tri.numVerts + i].color[k] = icolor;
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}
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}
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for ( i = 2; i < w.GetNumPoints(); i++ ) {
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tri.indexes[tri.numIndexes + 0] = tri.numVerts;
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tri.indexes[tri.numIndexes + 1] = tri.numVerts + i - 1;
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tri.indexes[tri.numIndexes + 2] = tri.numVerts + i;
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indexStartTime[tri.numIndexes] =
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indexStartTime[tri.numIndexes + 1] =
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indexStartTime[tri.numIndexes + 2] = startTime;
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tri.numIndexes += 3;
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}
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tri.numVerts += w.GetNumPoints();
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return;
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}
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// if we are at the end of the list, create a new decal
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if ( !nextDecal ) {
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nextDecal = idRenderModelDecal::Alloc();
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}
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// let the next decal on the chain take a look
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nextDecal->AddWinding( w, decalMaterial, fadePlanes, fadeDepth, startTime );
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}
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/*
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=================
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idRenderModelDecal::AddDepthFadedWinding
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=================
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*/
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void idRenderModelDecal::AddDepthFadedWinding( const idWinding &w, const idMaterial *decalMaterial, const idPlane fadePlanes[2], float fadeDepth, int startTime ) {
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idFixedWinding front, back;
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front = w;
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if ( front.Split( &back, fadePlanes[0], 0.1f ) == SIDE_CROSS ) {
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AddWinding( back, decalMaterial, fadePlanes, fadeDepth, startTime );
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}
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if ( front.Split( &back, fadePlanes[1], 0.1f ) == SIDE_CROSS ) {
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AddWinding( back, decalMaterial, fadePlanes, fadeDepth, startTime );
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}
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AddWinding( front, decalMaterial, fadePlanes, fadeDepth, startTime );
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}
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/*
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=================
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idRenderModelDecal::CreateDecal
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=================
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*/
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void idRenderModelDecal::CreateDecal( const idRenderModel *model, const decalProjectionInfo_t &localInfo ) {
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// check all model surfaces
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for ( int surfNum = 0; surfNum < model->NumSurfaces(); surfNum++ ) {
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const modelSurface_t *surf = model->Surface( surfNum );
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// if no geometry or no shader
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if ( !surf->geometry || !surf->shader ) {
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continue;
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}
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// decals and overlays use the same rules
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if ( !localInfo.force && !surf->shader->AllowOverlays() ) {
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continue;
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}
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srfTriangles_t *stri = surf->geometry;
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// if the triangle bounds do not overlap with projection bounds
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if ( !localInfo.projectionBounds.IntersectsBounds( stri->bounds ) ) {
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continue;
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}
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// allocate memory for the cull bits
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byte *cullBits = (byte *)_alloca16( stri->numVerts * sizeof( cullBits[0] ) );
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// catagorize all points by the planes
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SIMDProcessor->DecalPointCull( cullBits, localInfo.boundingPlanes, stri->verts, stri->numVerts );
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// find triangles inside the projection volume
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for ( int triNum = 0, 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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// skip back facing triangles
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if ( stri->facePlanes && stri->facePlanesCalculated &&
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stri->facePlanes[triNum].Normal() * localInfo.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 2].Normal() < -0.1f ) {
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continue;
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}
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// create a winding with texture coordinates for the triangle
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idFixedWinding fw;
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fw.SetNumPoints( 3 );
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if ( localInfo.parallel ) {
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for ( int j = 0; j < 3; j++ ) {
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fw[j] = stri->verts[stri->indexes[index+j]].xyz;
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fw[j].s = localInfo.textureAxis[0].Distance( fw[j].ToVec3() );
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fw[j].t = localInfo.textureAxis[1].Distance( fw[j].ToVec3() );
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}
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} else {
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for ( int j = 0; j < 3; j++ ) {
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idVec3 dir;
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float scale;
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fw[j] = stri->verts[stri->indexes[index+j]].xyz;
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dir = fw[j].ToVec3() - localInfo.projectionOrigin;
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localInfo.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 1].RayIntersection( fw[j].ToVec3(), dir, scale );
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dir = fw[j].ToVec3() + scale * dir;
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fw[j].s = localInfo.textureAxis[0].Distance( dir );
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fw[j].t = localInfo.textureAxis[1].Distance( dir );
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}
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}
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int orBits = cullBits[v1] | cullBits[v2] | cullBits[v3];
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// clip the exact surface triangle to the projection volume
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for ( int j = 0; j < NUM_DECAL_BOUNDING_PLANES; j++ ) {
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if ( orBits & ( 1 << j ) ) {
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if ( !fw.ClipInPlace( -localInfo.boundingPlanes[j] ) ) {
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break;
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}
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}
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}
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if ( fw.GetNumPoints() == 0 ) {
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continue;
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}
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AddDepthFadedWinding( fw, localInfo.material, localInfo.fadePlanes, localInfo.fadeDepth, localInfo.startTime );
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}
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}
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}
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/*
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=====================
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idRenderModelDecal::RemoveFadedDecals
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=====================
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*/
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idRenderModelDecal *idRenderModelDecal::RemoveFadedDecals( idRenderModelDecal *decals, int time ) {
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int i, j, minTime, newNumIndexes, newNumVerts;
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int inUse[MAX_DECAL_VERTS];
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decalInfo_t decalInfo;
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idRenderModelDecal *nextDecal;
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if ( decals == NULL ) {
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return NULL;
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}
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// recursively free any next decals
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decals->nextDecal = RemoveFadedDecals( decals->nextDecal, time );
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// free the decals if no material set
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if ( decals->material == NULL ) {
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nextDecal = decals->nextDecal;
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Free( decals );
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return nextDecal;
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}
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decalInfo = decals->material->GetDecalInfo();
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minTime = time - ( decalInfo.stayTime + decalInfo.fadeTime );
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newNumIndexes = 0;
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for ( i = 0; i < decals->tri.numIndexes; i += 3 ) {
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if ( decals->indexStartTime[i] > minTime ) {
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// keep this triangle
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if ( newNumIndexes != i ) {
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for ( j = 0; j < 3; j++ ) {
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decals->tri.indexes[newNumIndexes+j] = decals->tri.indexes[i+j];
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decals->indexStartTime[newNumIndexes+j] = decals->indexStartTime[i+j];
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}
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}
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newNumIndexes += 3;
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}
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}
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// free the decals if all trianges faded away
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if ( newNumIndexes == 0 ) {
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nextDecal = decals->nextDecal;
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Free( decals );
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return nextDecal;
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}
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decals->tri.numIndexes = newNumIndexes;
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memset( inUse, 0, sizeof( inUse ) );
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for ( i = 0; i < decals->tri.numIndexes; i++ ) {
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inUse[decals->tri.indexes[i]] = 1;
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}
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newNumVerts = 0;
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for ( i = 0; i < decals->tri.numVerts; i++ ) {
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if ( !inUse[i] ) {
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continue;
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}
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decals->tri.verts[newNumVerts] = decals->tri.verts[i];
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decals->vertDepthFade[newNumVerts] = decals->vertDepthFade[i];
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inUse[i] = newNumVerts;
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newNumVerts++;
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}
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decals->tri.numVerts = newNumVerts;
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for ( i = 0; i < decals->tri.numIndexes; i++ ) {
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decals->tri.indexes[i] = inUse[decals->tri.indexes[i]];
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}
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return decals;
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}
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/*
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=====================
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idRenderModelDecal::AddDecalDrawSurf
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=====================
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*/
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void idRenderModelDecal::AddDecalDrawSurf( viewEntity_t *space ) {
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int i, j, maxTime;
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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
|
|
}
|