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/*
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Doom 3 GPL Source Code
2011-12-06 18:20:15 +00:00
Copyright ( C ) 1999 - 2011 id Software LLC , a ZeniMax Media company .
2011-11-22 21:28:15 +00:00
2011-12-06 16:14:59 +00:00
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
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 < http : //www.gnu.org/licenses/>.
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 .
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*/
# include "../idlib/precompiled.h"
# pragma hdrstop
# include "Model_local.h"
# include "tr_local.h"
/*
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idRenderModelOverlay : : idRenderModelOverlay
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*/
idRenderModelOverlay : : idRenderModelOverlay ( ) {
}
/*
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idRenderModelOverlay : : ~ idRenderModelOverlay
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*/
idRenderModelOverlay : : ~ idRenderModelOverlay ( ) {
int i , k ;
for ( k = 0 ; k < materials . Num ( ) ; k + + ) {
for ( i = 0 ; i < materials [ k ] - > surfaces . Num ( ) ; i + + ) {
FreeSurface ( materials [ k ] - > surfaces [ i ] ) ;
}
materials [ k ] - > surfaces . Clear ( ) ;
delete materials [ k ] ;
}
materials . Clear ( ) ;
}
/*
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idRenderModelOverlay : : Alloc
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*/
idRenderModelOverlay * idRenderModelOverlay : : Alloc ( void ) {
return new idRenderModelOverlay ;
}
/*
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idRenderModelOverlay : : Free
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*/
void idRenderModelOverlay : : Free ( idRenderModelOverlay * overlay ) {
delete overlay ;
}
/*
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idRenderModelOverlay : : FreeSurface
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*/
void idRenderModelOverlay : : FreeSurface ( overlaySurface_t * surface ) {
if ( surface - > verts ) {
Mem_Free ( surface - > verts ) ;
}
if ( surface - > indexes ) {
Mem_Free ( surface - > indexes ) ;
}
Mem_Free ( surface ) ;
}
/*
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idRenderModelOverlay : : CreateOverlay
This projects on both front and back sides to avoid seams
The material should be clamped , because entire triangles are added , some of which
may extend well past the 0.0 to 1.0 texture range
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*/
void idRenderModelOverlay : : CreateOverlay ( const idRenderModel * model , const idPlane localTextureAxis [ 2 ] , const idMaterial * mtr ) {
int i , maxVerts , maxIndexes , surfNum ;
idRenderModelOverlay * overlay = NULL ;
// count up the maximum possible vertices and indexes per surface
maxVerts = 0 ;
maxIndexes = 0 ;
for ( surfNum = 0 ; surfNum < model - > NumSurfaces ( ) ; surfNum + + ) {
const modelSurface_t * surf = model - > Surface ( surfNum ) ;
if ( surf - > geometry - > numVerts > maxVerts ) {
maxVerts = surf - > geometry - > numVerts ;
}
if ( surf - > geometry - > numIndexes > maxIndexes ) {
maxIndexes = surf - > geometry - > numIndexes ;
}
}
// make temporary buffers for the building process
overlayVertex_t * overlayVerts = ( overlayVertex_t * ) _alloca ( maxVerts * sizeof ( * overlayVerts ) ) ;
glIndex_t * overlayIndexes = ( glIndex_t * ) _alloca16 ( maxIndexes * sizeof ( * overlayIndexes ) ) ;
// pull out the triangles we need from the base surfaces
for ( surfNum = 0 ; surfNum < model - > NumBaseSurfaces ( ) ; surfNum + + ) {
const modelSurface_t * surf = model - > Surface ( surfNum ) ;
float d ;
if ( ! surf - > geometry | | ! surf - > shader ) {
continue ;
}
// some surfaces can explicitly disallow overlays
if ( ! surf - > shader - > AllowOverlays ( ) ) {
continue ;
}
const srfTriangles_t * stri = surf - > geometry ;
// try to cull the whole surface along the first texture axis
d = stri - > bounds . PlaneDistance ( localTextureAxis [ 0 ] ) ;
if ( d < 0.0f | | d > 1.0f ) {
continue ;
}
// try to cull the whole surface along the second texture axis
d = stri - > bounds . PlaneDistance ( localTextureAxis [ 1 ] ) ;
if ( d < 0.0f | | d > 1.0f ) {
continue ;
}
byte * cullBits = ( byte * ) _alloca16 ( stri - > numVerts * sizeof ( cullBits [ 0 ] ) ) ;
idVec2 * texCoords = ( idVec2 * ) _alloca16 ( stri - > numVerts * sizeof ( texCoords [ 0 ] ) ) ;
SIMDProcessor - > OverlayPointCull ( cullBits , texCoords , localTextureAxis , stri - > verts , stri - > numVerts ) ;
glIndex_t * vertexRemap = ( glIndex_t * ) _alloca16 ( sizeof ( vertexRemap [ 0 ] ) * stri - > numVerts ) ;
SIMDProcessor - > Memset ( vertexRemap , - 1 , sizeof ( vertexRemap [ 0 ] ) * stri - > numVerts ) ;
// find triangles that need the overlay
int numVerts = 0 ;
int numIndexes = 0 ;
int triNum = 0 ;
for ( int 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 ;
}
// we could do more precise triangle culling, like the light interaction does, if desired
// keep this triangle
for ( int vnum = 0 ; vnum < 3 ; vnum + + ) {
int ind = stri - > indexes [ index + vnum ] ;
if ( vertexRemap [ ind ] = = ( glIndex_t ) - 1 ) {
vertexRemap [ ind ] = numVerts ;
overlayVerts [ numVerts ] . vertexNum = ind ;
overlayVerts [ numVerts ] . st [ 0 ] = texCoords [ ind ] [ 0 ] ;
overlayVerts [ numVerts ] . st [ 1 ] = texCoords [ ind ] [ 1 ] ;
numVerts + + ;
}
overlayIndexes [ numIndexes + + ] = vertexRemap [ ind ] ;
}
}
if ( ! numIndexes ) {
continue ;
}
overlaySurface_t * s = ( overlaySurface_t * ) Mem_Alloc ( sizeof ( overlaySurface_t ) ) ;
s - > surfaceNum = surfNum ;
s - > surfaceId = surf - > id ;
s - > verts = ( overlayVertex_t * ) Mem_Alloc ( numVerts * sizeof ( s - > verts [ 0 ] ) ) ;
memcpy ( s - > verts , overlayVerts , numVerts * sizeof ( s - > verts [ 0 ] ) ) ;
s - > numVerts = numVerts ;
s - > indexes = ( glIndex_t * ) Mem_Alloc ( numIndexes * sizeof ( s - > indexes [ 0 ] ) ) ;
memcpy ( s - > indexes , overlayIndexes , numIndexes * sizeof ( s - > indexes [ 0 ] ) ) ;
s - > numIndexes = numIndexes ;
for ( i = 0 ; i < materials . Num ( ) ; i + + ) {
if ( materials [ i ] - > material = = mtr ) {
break ;
}
}
if ( i < materials . Num ( ) ) {
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materials [ i ] - > surfaces . Append ( s ) ;
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} else {
overlayMaterial_t * mat = new overlayMaterial_t ;
mat - > material = mtr ;
mat - > surfaces . Append ( s ) ;
materials . Append ( mat ) ;
}
}
// remove the oldest overlay surfaces if there are too many per material
for ( i = 0 ; i < materials . Num ( ) ; i + + ) {
while ( materials [ i ] - > surfaces . Num ( ) > MAX_OVERLAY_SURFACES ) {
FreeSurface ( materials [ i ] - > surfaces [ 0 ] ) ;
materials [ i ] - > surfaces . RemoveIndex ( 0 ) ;
}
}
}
/*
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idRenderModelOverlay : : AddOverlaySurfacesToModel
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*/
void idRenderModelOverlay : : AddOverlaySurfacesToModel ( idRenderModel * baseModel ) {
int i , j , k , numVerts , numIndexes , surfaceNum ;
const modelSurface_t * baseSurf ;
idRenderModelStatic * staticModel ;
overlaySurface_t * surf ;
srfTriangles_t * newTri ;
modelSurface_t * newSurf ;
if ( baseModel = = NULL | | baseModel - > IsDefaultModel ( ) ) {
return ;
}
// md5 models won't have any surfaces when r_showSkel is set
if ( ! baseModel - > NumSurfaces ( ) ) {
return ;
}
if ( baseModel - > IsDynamicModel ( ) ! = DM_STATIC ) {
common - > Error ( " idRenderModelOverlay::AddOverlaySurfacesToModel: baseModel is not a static model " ) ;
}
assert ( dynamic_cast < idRenderModelStatic * > ( baseModel ) ! = NULL ) ;
staticModel = static_cast < idRenderModelStatic * > ( baseModel ) ;
staticModel - > overlaysAdded = 0 ;
if ( ! materials . Num ( ) ) {
staticModel - > DeleteSurfacesWithNegativeId ( ) ;
return ;
}
for ( k = 0 ; k < materials . Num ( ) ; k + + ) {
numVerts = numIndexes = 0 ;
for ( i = 0 ; i < materials [ k ] - > surfaces . Num ( ) ; i + + ) {
numVerts + = materials [ k ] - > surfaces [ i ] - > numVerts ;
numIndexes + = materials [ k ] - > surfaces [ i ] - > numIndexes ;
}
if ( staticModel - > FindSurfaceWithId ( - 1 - k , surfaceNum ) ) {
newSurf = & staticModel - > surfaces [ surfaceNum ] ;
} else {
newSurf = & staticModel - > surfaces . Alloc ( ) ;
newSurf - > geometry = NULL ;
newSurf - > shader = materials [ k ] - > material ;
newSurf - > id = - 1 - k ;
}
if ( newSurf - > geometry = = NULL | | newSurf - > geometry - > numVerts < numVerts | | newSurf - > geometry - > numIndexes < numIndexes ) {
R_FreeStaticTriSurf ( newSurf - > geometry ) ;
newSurf - > geometry = R_AllocStaticTriSurf ( ) ;
R_AllocStaticTriSurfVerts ( newSurf - > geometry , numVerts ) ;
R_AllocStaticTriSurfIndexes ( newSurf - > geometry , numIndexes ) ;
SIMDProcessor - > Memset ( newSurf - > geometry - > verts , 0 , numVerts * sizeof ( newTri - > verts [ 0 ] ) ) ;
} else {
R_FreeStaticTriSurfVertexCaches ( newSurf - > geometry ) ;
}
newTri = newSurf - > geometry ;
numVerts = numIndexes = 0 ;
for ( i = 0 ; i < materials [ k ] - > surfaces . Num ( ) ; i + + ) {
surf = materials [ k ] - > surfaces [ i ] ;
// get the model surface for this overlay surface
if ( surf - > surfaceNum < staticModel - > NumSurfaces ( ) ) {
baseSurf = staticModel - > Surface ( surf - > surfaceNum ) ;
} else {
baseSurf = NULL ;
}
// if the surface ids no longer match
if ( ! baseSurf | | baseSurf - > id ! = surf - > surfaceId ) {
// find the surface with the correct id
if ( staticModel - > FindSurfaceWithId ( surf - > surfaceId , surf - > surfaceNum ) ) {
baseSurf = staticModel - > Surface ( surf - > surfaceNum ) ;
} else {
// the surface with this id no longer exists
FreeSurface ( surf ) ;
materials [ k ] - > surfaces . RemoveIndex ( i ) ;
i - - ;
continue ;
}
}
// copy indexes;
for ( j = 0 ; j < surf - > numIndexes ; j + + ) {
newTri - > indexes [ numIndexes + j ] = numVerts + surf - > indexes [ j ] ;
}
numIndexes + = surf - > numIndexes ;
// copy vertices
for ( j = 0 ; j < surf - > numVerts ; j + + ) {
overlayVertex_t * overlayVert = & surf - > verts [ j ] ;
newTri - > verts [ numVerts ] . st [ 0 ] = overlayVert - > st [ 0 ] ;
newTri - > verts [ numVerts ] . st [ 1 ] = overlayVert - > st [ 1 ] ;
if ( overlayVert - > vertexNum > = baseSurf - > geometry - > numVerts ) {
// 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.
common - > Warning ( " idRenderModelOverlay::AddOverlaySurfacesToModel: overlay vertex out of range. Model has probably changed since generating the overlay. " ) ;
FreeSurface ( surf ) ;
materials [ k ] - > surfaces . RemoveIndex ( i ) ;
staticModel - > DeleteSurfaceWithId ( newSurf - > id ) ;
return ;
}
newTri - > verts [ numVerts ] . xyz = baseSurf - > geometry - > verts [ overlayVert - > vertexNum ] . xyz ;
numVerts + + ;
}
}
newTri - > numVerts = numVerts ;
newTri - > numIndexes = numIndexes ;
R_BoundTriSurf ( newTri ) ;
staticModel - > overlaysAdded + + ; // so we don't create an overlay on an overlay surface
}
}
/*
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idRenderModelOverlay : : RemoveOverlaySurfacesFromModel
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*/
void idRenderModelOverlay : : RemoveOverlaySurfacesFromModel ( idRenderModel * baseModel ) {
idRenderModelStatic * staticModel ;
assert ( dynamic_cast < idRenderModelStatic * > ( baseModel ) ! = NULL ) ;
staticModel = static_cast < idRenderModelStatic * > ( baseModel ) ;
staticModel - > DeleteSurfacesWithNegativeId ( ) ;
staticModel - > overlaysAdded = 0 ;
}
/*
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idRenderModelOverlay : : ReadFromDemoFile
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*/
void idRenderModelOverlay : : ReadFromDemoFile ( idDemoFile * f ) {
// FIXME: implement
}
/*
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idRenderModelOverlay : : WriteToDemoFile
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*/
void idRenderModelOverlay : : WriteToDemoFile ( idDemoFile * f ) const {
// FIXME: implement
}