mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-23 12:53:09 +00:00
736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
288 lines
8.5 KiB
C++
288 lines
8.5 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 "sys/platform.h"
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#include "renderer/tr_local.h"
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#include "renderer/Model_local.h"
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static const char *parametricParticle_SnapshotName = "_ParametricParticle_Snapshot_";
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/*
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====================
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idRenderModelPrt::idRenderModelPrt
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====================
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*/
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idRenderModelPrt::idRenderModelPrt() {
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particleSystem = NULL;
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}
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/*
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====================
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idRenderModelPrt::InitFromFile
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====================
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*/
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void idRenderModelPrt::InitFromFile( const char *fileName ) {
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name = fileName;
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particleSystem = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, fileName ) );
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}
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/*
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=================
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idRenderModelPrt::TouchData
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=================
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*/
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void idRenderModelPrt::TouchData( void ) {
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// Ensure our particle system is added to the list of referenced decls
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particleSystem = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, name ) );
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}
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/*
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====================
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idRenderModelPrt::InstantiateDynamicModel
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====================
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*/
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idRenderModel *idRenderModelPrt::InstantiateDynamicModel( const struct renderEntity_s *renderEntity, const struct viewDef_s *viewDef, idRenderModel *cachedModel ) {
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idRenderModelStatic *staticModel;
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if ( cachedModel && !r_useCachedDynamicModels.GetBool() ) {
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delete cachedModel;
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cachedModel = NULL;
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}
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// this may be triggered by a model trace or other non-view related source, to which we should look like an empty model
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if ( renderEntity == NULL || viewDef == NULL ) {
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delete cachedModel;
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return NULL;
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}
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if ( r_skipParticles.GetBool() ) {
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delete cachedModel;
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return NULL;
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}
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/*
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// if the entire system has faded out
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if ( renderEntity->shaderParms[SHADERPARM_PARTICLE_STOPTIME] && viewDef->renderView.time * 0.001f >= renderEntity->shaderParms[SHADERPARM_PARTICLE_STOPTIME] ) {
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delete cachedModel;
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return NULL;
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}
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*/
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if ( cachedModel != NULL ) {
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assert( dynamic_cast<idRenderModelStatic *>(cachedModel) != NULL );
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assert( idStr::Icmp( cachedModel->Name(), parametricParticle_SnapshotName ) == 0 );
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staticModel = static_cast<idRenderModelStatic *>(cachedModel);
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} else {
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staticModel = new idRenderModelStatic;
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staticModel->InitEmpty( parametricParticle_SnapshotName );
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}
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particleGen_t g;
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g.renderEnt = renderEntity;
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g.renderView = &viewDef->renderView;
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g.origin.Zero();
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g.axis.Identity();
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for ( int stageNum = 0; stageNum < particleSystem->stages.Num(); stageNum++ ) {
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idParticleStage *stage = particleSystem->stages[stageNum];
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if ( !stage->material ) {
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continue;
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}
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if ( !stage->cycleMsec ) {
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continue;
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}
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if ( stage->hidden ) { // just for gui particle editor use
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staticModel->DeleteSurfaceWithId( stageNum );
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continue;
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}
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idRandom steppingRandom, steppingRandom2;
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int stageAge = g.renderView->time + renderEntity->shaderParms[SHADERPARM_TIMEOFFSET] * 1000 - stage->timeOffset * 1000;
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int stageCycle = stageAge / stage->cycleMsec;
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// some particles will be in this cycle, some will be in the previous cycle
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steppingRandom.SetSeed( (( stageCycle << 10 ) & idRandom::MAX_RAND) ^ (int)( renderEntity->shaderParms[SHADERPARM_DIVERSITY] * idRandom::MAX_RAND ) );
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steppingRandom2.SetSeed( (( (stageCycle-1) << 10 ) & idRandom::MAX_RAND) ^ (int)( renderEntity->shaderParms[SHADERPARM_DIVERSITY] * idRandom::MAX_RAND ) );
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int count = stage->totalParticles * stage->NumQuadsPerParticle();
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int surfaceNum;
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modelSurface_t *surf;
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if ( staticModel->FindSurfaceWithId( stageNum, surfaceNum ) ) {
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surf = &staticModel->surfaces[surfaceNum];
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R_FreeStaticTriSurfVertexCaches( surf->geometry );
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} else {
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surf = &staticModel->surfaces.Alloc();
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surf->id = stageNum;
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surf->shader = stage->material;
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surf->geometry = R_AllocStaticTriSurf();
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R_AllocStaticTriSurfVerts( surf->geometry, 4 * count );
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R_AllocStaticTriSurfIndexes( surf->geometry, 6 * count );
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R_AllocStaticTriSurfPlanes( surf->geometry, 6 * count );
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}
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int numVerts = 0;
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idDrawVert *verts = surf->geometry->verts;
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for ( int index = 0; index < stage->totalParticles; index++ ) {
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g.index = index;
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// bump the random
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steppingRandom.RandomInt();
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steppingRandom2.RandomInt();
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// calculate local age for this index
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int bunchOffset = stage->particleLife * 1000 * stage->spawnBunching * index / stage->totalParticles;
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int particleAge = stageAge - bunchOffset;
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int particleCycle = particleAge / stage->cycleMsec;
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if ( particleCycle < 0 ) {
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// before the particleSystem spawned
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continue;
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}
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if ( stage->cycles && particleCycle >= stage->cycles ) {
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// cycled systems will only run cycle times
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continue;
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}
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if ( particleCycle == stageCycle ) {
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g.random = steppingRandom;
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} else {
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g.random = steppingRandom2;
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}
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int inCycleTime = particleAge - particleCycle * stage->cycleMsec;
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if ( renderEntity->shaderParms[SHADERPARM_PARTICLE_STOPTIME] &&
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g.renderView->time - inCycleTime >= renderEntity->shaderParms[SHADERPARM_PARTICLE_STOPTIME]*1000 ) {
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// don't fire any more particles
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continue;
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}
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// supress particles before or after the age clamp
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g.frac = (float)inCycleTime / ( stage->particleLife * 1000 );
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if ( g.frac < 0.0f ) {
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// yet to be spawned
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continue;
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}
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if ( g.frac > 1.0f ) {
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// this particle is in the deadTime band
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continue;
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}
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// this is needed so aimed particles can calculate origins at different times
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g.originalRandom = g.random;
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g.age = g.frac * stage->particleLife;
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// if the particle doesn't get drawn because it is faded out or beyond a kill region, don't increment the verts
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numVerts += stage->CreateParticle( &g, verts + numVerts );
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}
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// numVerts must be a multiple of 4
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assert( ( numVerts & 3 ) == 0 && numVerts <= 4 * count );
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// build the indexes
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int numIndexes = 0;
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glIndex_t *indexes = surf->geometry->indexes;
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for ( int i = 0; i < numVerts; i += 4 ) {
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indexes[numIndexes+0] = i;
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indexes[numIndexes+1] = i+2;
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indexes[numIndexes+2] = i+3;
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indexes[numIndexes+3] = i;
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indexes[numIndexes+4] = i+3;
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indexes[numIndexes+5] = i+1;
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numIndexes += 6;
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}
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surf->geometry->tangentsCalculated = false;
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surf->geometry->facePlanesCalculated = false;
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surf->geometry->numVerts = numVerts;
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surf->geometry->numIndexes = numIndexes;
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surf->geometry->bounds = stage->bounds; // just always draw the particles
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}
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return staticModel;
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}
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/*
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====================
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idRenderModelPrt::IsDynamicModel
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====================
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*/
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dynamicModel_t idRenderModelPrt::IsDynamicModel() const {
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return DM_CONTINUOUS;
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}
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/*
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====================
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idRenderModelPrt::Bounds
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====================
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*/
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idBounds idRenderModelPrt::Bounds( const struct renderEntity_s *ent ) const {
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return particleSystem->bounds;
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}
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/*
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====================
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idRenderModelPrt::DepthHack
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====================
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*/
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float idRenderModelPrt::DepthHack() const {
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return particleSystem->depthHack;
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}
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/*
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====================
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idRenderModelPrt::Memory
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====================
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*/
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int idRenderModelPrt::Memory() const {
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int total = 0;
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total += idRenderModelStatic::Memory();
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if ( particleSystem ) {
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total += sizeof( *particleSystem );
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for ( int i = 0; i < particleSystem->stages.Num(); i++ ) {
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total += sizeof( particleSystem->stages[i] );
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}
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}
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return total;
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}
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