dhewm3/neo/renderer/ModelDecal.cpp
dhewg 736ec20d4d Untangle the epic precompiled.h mess
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.
2011-12-19 23:21:47 +01:00

538 lines
16 KiB
C++

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