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117 lines
4.9 KiB
C
117 lines
4.9 KiB
C
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/*
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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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#ifndef __MODELDECAL_H__
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#define __MODELDECAL_H__
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/*
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===============================================================================
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Decals are lightweight primitives for bullet / blood marks.
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Decals with common materials will be merged together, but additional
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decals will be allocated as needed. The material should not be
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one that receives lighting, because no interactions are generated
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for these lightweight surfaces.
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FIXME: Decals on models in portalled off areas do not get freed
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until the area becomes visible again.
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===============================================================================
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*/
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const int NUM_DECAL_BOUNDING_PLANES = 6;
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typedef struct decalProjectionInfo_s {
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idVec3 projectionOrigin;
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idBounds projectionBounds;
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idPlane boundingPlanes[6];
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idPlane fadePlanes[2];
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idPlane textureAxis[2];
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const idMaterial * material;
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bool parallel;
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float fadeDepth;
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int startTime;
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bool force;
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} decalProjectionInfo_t;
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class idRenderModelDecal {
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public:
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idRenderModelDecal( void );
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~idRenderModelDecal( void );
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static idRenderModelDecal * Alloc( void );
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static void Free( idRenderModelDecal *decal );
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// Creates decal projection info.
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static bool 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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// Transform the projection info from global space to local.
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static void GlobalProjectionInfoToLocal( decalProjectionInfo_t &localInfo, const decalProjectionInfo_t &info, const idVec3 &origin, const idMat3 &axis );
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// Creates a deal on the given model.
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void CreateDecal( const idRenderModel *model, const decalProjectionInfo_t &localInfo );
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// Remove decals that are completely faded away.
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static idRenderModelDecal * RemoveFadedDecals( idRenderModelDecal *decals, int time );
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// Updates the vertex colors, removing any faded indexes,
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// then copy the verts to temporary vertex cache and adds a drawSurf.
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void AddDecalDrawSurf( struct viewEntity_s *space );
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// Returns the next decal in the chain.
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idRenderModelDecal * Next( void ) const { return nextDecal; }
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void ReadFromDemoFile( class idDemoFile *f );
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void WriteToDemoFile( class idDemoFile *f ) const;
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private:
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static const int MAX_DECAL_VERTS = 40;
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static const int MAX_DECAL_INDEXES = 60;
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const idMaterial * material;
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srfTriangles_t tri;
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idDrawVert verts[MAX_DECAL_VERTS];
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float vertDepthFade[MAX_DECAL_VERTS];
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glIndex_t indexes[MAX_DECAL_INDEXES];
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int indexStartTime[MAX_DECAL_INDEXES];
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idRenderModelDecal * nextDecal;
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// Adds the winding triangles to the appropriate decal in the
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// chain, creating a new one if necessary.
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void AddWinding( const idWinding &w, const idMaterial *decalMaterial, const idPlane fadePlanes[2], float fadeDepth, int startTime );
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// Adds depth faded triangles for the winding to the appropriate
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// decal in the chain, creating a new one if necessary.
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// The part of the winding at the front side of both fade planes is not faded.
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// The parts at the back sides of the fade planes are faded with the given depth.
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void AddDepthFadedWinding( const idWinding &w, const idMaterial *decalMaterial, const idPlane fadePlanes[2], float fadeDepth, int startTime );
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};
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#endif /* !__MODELDECAL_H__ */
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