/*
===========================================================================
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.
===========================================================================
*/
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "tr_local.h"
#include "Model_local.h"
/*
A simple sprite model that always faces the view axis.
*/
static const char *sprite_SnapshotName = "_sprite_Snapshot_";
/*
===============
idRenderModelBeam::IsDynamicModel
===============
*/
dynamicModel_t idRenderModelSprite::IsDynamicModel() const {
return DM_CONTINUOUS;
}
/*
===============
idRenderModelBeam::IsLoaded
===============
*/
bool idRenderModelSprite::IsLoaded() const {
return true;
}
/*
===============
idRenderModelSprite::InstantiateDynamicModel
===============
*/
idRenderModel * idRenderModelSprite::InstantiateDynamicModel( const struct renderEntity_s *renderEntity, const struct viewDef_s *viewDef, idRenderModel *cachedModel ) {
idRenderModelStatic *staticModel;
srfTriangles_t *tri;
modelSurface_t surf;
if ( cachedModel && !r_useCachedDynamicModels.GetBool() ) {
delete cachedModel;
cachedModel = NULL;
}
if ( renderEntity == NULL || viewDef == NULL ) {
delete cachedModel;
return NULL;
}
if ( cachedModel != NULL ) {
assert( dynamic_cast( cachedModel ) != NULL );
assert( idStr::Icmp( cachedModel->Name(), sprite_SnapshotName ) == 0 );
staticModel = static_cast( cachedModel );
surf = *staticModel->Surface( 0 );
tri = surf.geometry;
} else {
staticModel = new idRenderModelStatic;
staticModel->InitEmpty( sprite_SnapshotName );
tri = R_AllocStaticTriSurf();
R_AllocStaticTriSurfVerts( tri, 4 );
R_AllocStaticTriSurfIndexes( tri, 6 );
tri->verts[ 0 ].Clear();
tri->verts[ 0 ].normal.Set( 1.0f, 0.0f, 0.0f );
tri->verts[ 0 ].tangents[0].Set( 0.0f, 1.0f, 0.0f );
tri->verts[ 0 ].tangents[1].Set( 0.0f, 0.0f, 1.0f );
tri->verts[ 0 ].st[ 0 ] = 0.0f;
tri->verts[ 0 ].st[ 1 ] = 0.0f;
tri->verts[ 1 ].Clear();
tri->verts[ 1 ].normal.Set( 1.0f, 0.0f, 0.0f );
tri->verts[ 1 ].tangents[0].Set( 0.0f, 1.0f, 0.0f );
tri->verts[ 1 ].tangents[1].Set( 0.0f, 0.0f, 1.0f );
tri->verts[ 1 ].st[ 0 ] = 1.0f;
tri->verts[ 1 ].st[ 1 ] = 0.0f;
tri->verts[ 2 ].Clear();
tri->verts[ 2 ].normal.Set( 1.0f, 0.0f, 0.0f );
tri->verts[ 2 ].tangents[0].Set( 0.0f, 1.0f, 0.0f );
tri->verts[ 2 ].tangents[1].Set( 0.0f, 0.0f, 1.0f );
tri->verts[ 2 ].st[ 0 ] = 1.0f;
tri->verts[ 2 ].st[ 1 ] = 1.0f;
tri->verts[ 3 ].Clear();
tri->verts[ 3 ].normal.Set( 1.0f, 0.0f, 0.0f );
tri->verts[ 3 ].tangents[0].Set( 0.0f, 1.0f, 0.0f );
tri->verts[ 3 ].tangents[1].Set( 0.0f, 0.0f, 1.0f );
tri->verts[ 3 ].st[ 0 ] = 0.0f;
tri->verts[ 3 ].st[ 1 ] = 1.0f;
tri->indexes[ 0 ] = 0;
tri->indexes[ 1 ] = 1;
tri->indexes[ 2 ] = 3;
tri->indexes[ 3 ] = 1;
tri->indexes[ 4 ] = 2;
tri->indexes[ 5 ] = 3;
tri->numVerts = 4;
tri->numIndexes = 6;
surf.geometry = tri;
surf.id = 0;
surf.shader = tr.defaultMaterial;
staticModel->AddSurface( surf );
}
int red = idMath::FtoiFast( renderEntity->shaderParms[ SHADERPARM_RED ] * 255.0f );
int green = idMath::FtoiFast( renderEntity->shaderParms[ SHADERPARM_GREEN ] * 255.0f );
int blue = idMath::FtoiFast( renderEntity->shaderParms[ SHADERPARM_BLUE ] * 255.0f );
int alpha = idMath::FtoiFast( renderEntity->shaderParms[ SHADERPARM_ALPHA ] * 255.0f );
idVec3 right = idVec3( 0.0f, renderEntity->shaderParms[ SHADERPARM_SPRITE_WIDTH ] * 0.5f, 0.0f );
idVec3 up = idVec3( 0.0f, 0.0f, renderEntity->shaderParms[ SHADERPARM_SPRITE_HEIGHT ] * 0.5f );
tri->verts[ 0 ].xyz = up + right;
tri->verts[ 0 ].color[ 0 ] = red;
tri->verts[ 0 ].color[ 1 ] = green;
tri->verts[ 0 ].color[ 2 ] = blue;
tri->verts[ 0 ].color[ 3 ] = alpha;
tri->verts[ 1 ].xyz = up - right;
tri->verts[ 1 ].color[ 0 ] = red;
tri->verts[ 1 ].color[ 1 ] = green;
tri->verts[ 1 ].color[ 2 ] = blue;
tri->verts[ 1 ].color[ 3 ] = alpha;
tri->verts[ 2 ].xyz = - right - up;
tri->verts[ 2 ].color[ 0 ] = red;
tri->verts[ 2 ].color[ 1 ] = green;
tri->verts[ 2 ].color[ 2 ] = blue;
tri->verts[ 2 ].color[ 3 ] = alpha;
tri->verts[ 3 ].xyz = right - up;
tri->verts[ 3 ].color[ 0 ] = red;
tri->verts[ 3 ].color[ 1 ] = green;
tri->verts[ 3 ].color[ 2 ] = blue;
tri->verts[ 3 ].color[ 3 ] = alpha;
R_BoundTriSurf( tri );
staticModel->bounds = tri->bounds;
return staticModel;
}
/*
===============
idRenderModelSprite::Bounds
===============
*/
idBounds idRenderModelSprite::Bounds( const struct renderEntity_s *renderEntity ) const {
idBounds b;
b.Zero();
if ( renderEntity == NULL ) {
b.ExpandSelf( 8.0f );
} else {
b.ExpandSelf( Max( renderEntity->shaderParms[ SHADERPARM_SPRITE_WIDTH ], renderEntity->shaderParms[ SHADERPARM_SPRITE_HEIGHT ] ) * 0.5f );
}
return b;
}