dhewm3/neo/renderer/GuiModel.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

652 lines
18 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 "framework/DemoFile.h"
#include "renderer/tr_local.h"
#include "renderer/VertexCache.h"
#include "renderer/GuiModel.h"
/*
================
idGuiModel::idGuiModel
================
*/
idGuiModel::idGuiModel() {
indexes.SetGranularity( 1000 );
verts.SetGranularity( 1000 );
}
/*
================
idGuiModel::Clear
Begins collecting draw commands into surfaces
================
*/
void idGuiModel::Clear() {
surfaces.SetNum( 0, false );
indexes.SetNum( 0, false );
verts.SetNum( 0, false );
AdvanceSurf();
}
/*
================
idGuiModel::WriteToDemo
================
*/
void idGuiModel::WriteToDemo( idDemoFile *demo ) {
int i, j;
i = verts.Num();
demo->WriteInt( i );
for ( j = 0; j < i; j++ )
{
demo->WriteVec3( verts[j].xyz );
demo->WriteVec2( verts[j].st );
demo->WriteVec3( verts[j].normal );
demo->WriteVec3( verts[j].tangents[0] );
demo->WriteVec3( verts[j].tangents[1] );
demo->WriteUnsignedChar( verts[j].color[0] );
demo->WriteUnsignedChar( verts[j].color[1] );
demo->WriteUnsignedChar( verts[j].color[2] );
demo->WriteUnsignedChar( verts[j].color[3] );
}
i = indexes.Num();
demo->WriteInt( i );
for ( j = 0; j < i; j++ ) {
demo->WriteInt(indexes[j] );
}
i = surfaces.Num();
demo->WriteInt( i );
for ( j = 0 ; j < i ; j++ ) {
guiModelSurface_t *surf = &surfaces[j];
demo->WriteInt( (int&)surf->material );
demo->WriteFloat( surf->color[0] );
demo->WriteFloat( surf->color[1] );
demo->WriteFloat( surf->color[2] );
demo->WriteFloat( surf->color[3] );
demo->WriteInt( surf->firstVert );
demo->WriteInt( surf->numVerts );
demo->WriteInt( surf->firstIndex );
demo->WriteInt( surf->numIndexes );
demo->WriteHashString( surf->material->GetName() );
}
}
/*
================
idGuiModel::ReadFromDemo
================
*/
void idGuiModel::ReadFromDemo( idDemoFile *demo ) {
int i, j;
i = verts.Num();
demo->ReadInt( i );
verts.SetNum( i, false );
for ( j = 0; j < i; j++ )
{
demo->ReadVec3( verts[j].xyz );
demo->ReadVec2( verts[j].st );
demo->ReadVec3( verts[j].normal );
demo->ReadVec3( verts[j].tangents[0] );
demo->ReadVec3( verts[j].tangents[1] );
demo->ReadUnsignedChar( verts[j].color[0] );
demo->ReadUnsignedChar( verts[j].color[1] );
demo->ReadUnsignedChar( verts[j].color[2] );
demo->ReadUnsignedChar( verts[j].color[3] );
}
i = indexes.Num();
demo->ReadInt( i );
indexes.SetNum( i, false );
for ( j = 0; j < i; j++ ) {
demo->ReadInt(indexes[j] );
}
i = surfaces.Num();
demo->ReadInt( i );
surfaces.SetNum( i, false );
for ( j = 0 ; j < i ; j++ ) {
guiModelSurface_t *surf = &surfaces[j];
demo->ReadInt( (int&)surf->material );
demo->ReadFloat( surf->color[0] );
demo->ReadFloat( surf->color[1] );
demo->ReadFloat( surf->color[2] );
demo->ReadFloat( surf->color[3] );
demo->ReadInt( surf->firstVert );
demo->ReadInt( surf->numVerts );
demo->ReadInt( surf->firstIndex );
demo->ReadInt( surf->numIndexes );
surf->material = declManager->FindMaterial( demo->ReadHashString() );
}
}
/*
================
EmitSurface
================
*/
void idGuiModel::EmitSurface( guiModelSurface_t *surf, float modelMatrix[16], float modelViewMatrix[16], bool depthHack ) {
srfTriangles_t *tri;
if ( surf->numVerts == 0 ) {
return; // nothing in the surface
}
// copy verts and indexes
tri = (srfTriangles_t *)R_ClearedFrameAlloc( sizeof( *tri ) );
tri->numIndexes = surf->numIndexes;
tri->numVerts = surf->numVerts;
tri->indexes = (glIndex_t *)R_FrameAlloc( tri->numIndexes * sizeof( tri->indexes[0] ) );
memcpy( tri->indexes, &indexes[surf->firstIndex], tri->numIndexes * sizeof( tri->indexes[0] ) );
// we might be able to avoid copying these and just let them reference the list vars
// but some things, like deforms and recursive
// guis, need to access the verts in cpu space, not just through the vertex range
tri->verts = (idDrawVert *)R_FrameAlloc( tri->numVerts * sizeof( tri->verts[0] ) );
memcpy( tri->verts, &verts[surf->firstVert], tri->numVerts * sizeof( tri->verts[0] ) );
// move the verts to the vertex cache
tri->ambientCache = vertexCache.AllocFrameTemp( tri->verts, tri->numVerts * sizeof( tri->verts[0] ) );
// if we are out of vertex cache, don't create the surface
if ( !tri->ambientCache ) {
return;
}
renderEntity_t renderEntity;
memset( &renderEntity, 0, sizeof( renderEntity ) );
memcpy( renderEntity.shaderParms, surf->color, sizeof( surf->color ) );
viewEntity_t *guiSpace = (viewEntity_t *)R_ClearedFrameAlloc( sizeof( *guiSpace ) );
memcpy( guiSpace->modelMatrix, modelMatrix, sizeof( guiSpace->modelMatrix ) );
memcpy( guiSpace->modelViewMatrix, modelViewMatrix, sizeof( guiSpace->modelViewMatrix ) );
guiSpace->weaponDepthHack = depthHack;
// add the surface, which might recursively create another gui
R_AddDrawSurf( tri, guiSpace, &renderEntity, surf->material, tr.viewDef->scissor );
}
/*
====================
EmitToCurrentView
====================
*/
void idGuiModel::EmitToCurrentView( float modelMatrix[16], bool depthHack ) {
float modelViewMatrix[16];
myGlMultMatrix( modelMatrix, tr.viewDef->worldSpace.modelViewMatrix,
modelViewMatrix );
for ( int i = 0 ; i < surfaces.Num() ; i++ ) {
EmitSurface( &surfaces[i], modelMatrix, modelViewMatrix, depthHack );
}
}
/*
================
idGuiModel::EmitFullScreen
Creates a view that covers the screen and emit the surfaces
================
*/
void idGuiModel::EmitFullScreen( void ) {
viewDef_t *viewDef;
if ( surfaces[0].numVerts == 0 ) {
return;
}
viewDef = (viewDef_t *)R_ClearedFrameAlloc( sizeof( *viewDef ) );
// for gui editor
if ( !tr.viewDef || !tr.viewDef->isEditor ) {
viewDef->renderView.x = 0;
viewDef->renderView.y = 0;
viewDef->renderView.width = SCREEN_WIDTH;
viewDef->renderView.height = SCREEN_HEIGHT;
tr.RenderViewToViewport( &viewDef->renderView, &viewDef->viewport );
viewDef->scissor.x1 = 0;
viewDef->scissor.y1 = 0;
viewDef->scissor.x2 = viewDef->viewport.x2 - viewDef->viewport.x1;
viewDef->scissor.y2 = viewDef->viewport.y2 - viewDef->viewport.y1;
} else {
viewDef->renderView.x = tr.viewDef->renderView.x;
viewDef->renderView.y = tr.viewDef->renderView.y;
viewDef->renderView.width = tr.viewDef->renderView.width;
viewDef->renderView.height = tr.viewDef->renderView.height;
viewDef->viewport.x1 = tr.viewDef->renderView.x;
viewDef->viewport.x2 = tr.viewDef->renderView.x + tr.viewDef->renderView.width;
viewDef->viewport.y1 = tr.viewDef->renderView.y;
viewDef->viewport.y2 = tr.viewDef->renderView.y + tr.viewDef->renderView.height;
viewDef->scissor.x1 = tr.viewDef->scissor.x1;
viewDef->scissor.y1 = tr.viewDef->scissor.y1;
viewDef->scissor.x2 = tr.viewDef->scissor.x2;
viewDef->scissor.y2 = tr.viewDef->scissor.y2;
}
viewDef->floatTime = tr.frameShaderTime;
// qglOrtho( 0, 640, 480, 0, 0, 1 ); // always assume 640x480 virtual coordinates
viewDef->projectionMatrix[0] = 2.0f / 640.0f;
viewDef->projectionMatrix[5] = -2.0f / 480.0f;
viewDef->projectionMatrix[10] = -2.0f / 1.0f;
viewDef->projectionMatrix[12] = -1.0f;
viewDef->projectionMatrix[13] = 1.0f;
viewDef->projectionMatrix[14] = -1.0f;
viewDef->projectionMatrix[15] = 1.0f;
viewDef->worldSpace.modelViewMatrix[0] = 1.0f;
viewDef->worldSpace.modelViewMatrix[5] = 1.0f;
viewDef->worldSpace.modelViewMatrix[10] = 1.0f;
viewDef->worldSpace.modelViewMatrix[15] = 1.0f;
viewDef->maxDrawSurfs = surfaces.Num();
viewDef->drawSurfs = (drawSurf_t **)R_FrameAlloc( viewDef->maxDrawSurfs * sizeof( viewDef->drawSurfs[0] ) );
viewDef->numDrawSurfs = 0;
viewDef_t *oldViewDef = tr.viewDef;
tr.viewDef = viewDef;
// add the surfaces to this view
for ( int i = 0 ; i < surfaces.Num() ; i++ ) {
EmitSurface( &surfaces[i], viewDef->worldSpace.modelMatrix, viewDef->worldSpace.modelViewMatrix, false );
}
tr.viewDef = oldViewDef;
// add the command to draw this view
R_AddDrawViewCmd( viewDef );
}
/*
=============
AdvanceSurf
=============
*/
void idGuiModel::AdvanceSurf() {
guiModelSurface_t s;
if ( surfaces.Num() ) {
s.color[0] = surf->color[0];
s.color[1] = surf->color[1];
s.color[2] = surf->color[2];
s.color[3] = surf->color[3];
s.material = surf->material;
} else {
s.color[0] = 1;
s.color[1] = 1;
s.color[2] = 1;
s.color[3] = 1;
s.material = tr.defaultMaterial;
}
s.numIndexes = 0;
s.firstIndex = indexes.Num();
s.numVerts = 0;
s.firstVert = verts.Num();
surfaces.Append( s );
surf = &surfaces[ surfaces.Num() - 1 ];
}
/*
=============
SetColor
=============
*/
void idGuiModel::SetColor( float r, float g, float b, float a ) {
if ( !glConfig.isInitialized ) {
return;
}
if ( r == surf->color[0] && g == surf->color[1]
&& b == surf->color[2] && a == surf->color[3] ) {
return; // no change
}
if ( surf->numVerts ) {
AdvanceSurf();
}
// change the parms
surf->color[0] = r;
surf->color[1] = g;
surf->color[2] = b;
surf->color[3] = a;
}
/*
=============
DrawStretchPic
=============
*/
void idGuiModel::DrawStretchPic( const idDrawVert *dverts, const glIndex_t *dindexes, int vertCount, int indexCount, const idMaterial *hShader,
bool clip, float min_x, float min_y, float max_x, float max_y ) {
if ( !glConfig.isInitialized ) {
return;
}
if ( !( dverts && dindexes && vertCount && indexCount && hShader ) ) {
return;
}
// break the current surface if we are changing to a new material
if ( hShader != surf->material ) {
if ( surf->numVerts ) {
AdvanceSurf();
}
const_cast<idMaterial *>(hShader)->EnsureNotPurged(); // in case it was a gui item started before a level change
surf->material = hShader;
}
// add the verts and indexes to the current surface
if ( clip ) {
int i, j;
// FIXME: this is grim stuff, and should be rewritten if we have any significant
// number of guis asking for clipping
idFixedWinding w;
for ( i = 0; i < indexCount; i += 3 ) {
w.Clear();
w.AddPoint(idVec5(dverts[dindexes[i]].xyz.x, dverts[dindexes[i]].xyz.y, dverts[dindexes[i]].xyz.z, dverts[dindexes[i]].st.x, dverts[dindexes[i]].st.y));
w.AddPoint(idVec5(dverts[dindexes[i+1]].xyz.x, dverts[dindexes[i+1]].xyz.y, dverts[dindexes[i+1]].xyz.z, dverts[dindexes[i+1]].st.x, dverts[dindexes[i+1]].st.y));
w.AddPoint(idVec5(dverts[dindexes[i+2]].xyz.x, dverts[dindexes[i+2]].xyz.y, dverts[dindexes[i+2]].xyz.z, dverts[dindexes[i+2]].st.x, dverts[dindexes[i+2]].st.y));
for ( j = 0; j < 3; j++ ) {
if ( w[j].x < min_x || w[j].x > max_x ||
w[j].y < min_y || w[j].y > max_y ) {
break;
}
}
if ( j < 3 ) {
idPlane p;
p.Normal().y = p.Normal().z = 0.0f; p.Normal().x = 1.0f; p.SetDist( min_x );
w.ClipInPlace( p );
p.Normal().y = p.Normal().z = 0.0f; p.Normal().x = -1.0f; p.SetDist( -max_x );
w.ClipInPlace( p );
p.Normal().x = p.Normal().z = 0.0f; p.Normal().y = 1.0f; p.SetDist( min_y );
w.ClipInPlace( p );
p.Normal().x = p.Normal().z = 0.0f; p.Normal().y = -1.0f; p.SetDist( -max_y );
w.ClipInPlace( p );
}
int numVerts = verts.Num();
verts.SetNum( numVerts + w.GetNumPoints(), false );
for ( j = 0 ; j < w.GetNumPoints() ; j++ ) {
idDrawVert *dv = &verts[numVerts+j];
dv->xyz.x = w[j].x;
dv->xyz.y = w[j].y;
dv->xyz.z = w[j].z;
dv->st.x = w[j].s;
dv->st.y = w[j].t;
dv->normal.Set(0, 0, 1);
dv->tangents[0].Set(1, 0, 0);
dv->tangents[1].Set(0, 1, 0);
}
surf->numVerts += w.GetNumPoints();
for ( j = 2; j < w.GetNumPoints(); j++ ) {
indexes.Append( numVerts - surf->firstVert );
indexes.Append( numVerts + j - 1 - surf->firstVert );
indexes.Append( numVerts + j - surf->firstVert );
surf->numIndexes += 3;
}
}
} else {
int numVerts = verts.Num();
int numIndexes = indexes.Num();
verts.AssureSize( numVerts + vertCount );
indexes.AssureSize( numIndexes + indexCount );
surf->numVerts += vertCount;
surf->numIndexes += indexCount;
for ( int i = 0; i < indexCount; i++ ) {
indexes[numIndexes + i] = numVerts + dindexes[i] - surf->firstVert;
}
memcpy( &verts[numVerts], dverts, vertCount * sizeof( verts[0] ) );
}
}
/*
=============
DrawStretchPic
x/y/w/h are in the 0,0 to 640,480 range
=============
*/
void idGuiModel::DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, const idMaterial *hShader ) {
idDrawVert verts[4];
glIndex_t indexes[6];
if ( !glConfig.isInitialized ) {
return;
}
if ( !hShader ) {
return;
}
// clip to edges, because the pic may be going into a guiShader
// instead of full screen
if ( x < 0 ) {
s1 += ( s2 - s1 ) * -x / w;
w += x;
x = 0;
}
if ( y < 0 ) {
t1 += ( t2 - t1 ) * -y / h;
h += y;
y = 0;
}
if ( x + w > 640 ) {
s2 -= ( s2 - s1 ) * ( x + w - 640 ) / w;
w = 640 - x;
}
if ( y + h > 480 ) {
t2 -= ( t2 - t1 ) * ( y + h - 480 ) / h;
h = 480 - y;
}
if ( w <= 0 || h <= 0 ) {
return; // completely clipped away
}
indexes[0] = 3;
indexes[1] = 0;
indexes[2] = 2;
indexes[3] = 2;
indexes[4] = 0;
indexes[5] = 1;
verts[0].xyz[0] = x;
verts[0].xyz[1] = y;
verts[0].xyz[2] = 0;
verts[0].st[0] = s1;
verts[0].st[1] = t1;
verts[0].normal[0] = 0;
verts[0].normal[1] = 0;
verts[0].normal[2] = 1;
verts[0].tangents[0][0] = 1;
verts[0].tangents[0][1] = 0;
verts[0].tangents[0][2] = 0;
verts[0].tangents[1][0] = 0;
verts[0].tangents[1][1] = 1;
verts[0].tangents[1][2] = 0;
verts[1].xyz[0] = x + w;
verts[1].xyz[1] = y;
verts[1].xyz[2] = 0;
verts[1].st[0] = s2;
verts[1].st[1] = t1;
verts[1].normal[0] = 0;
verts[1].normal[1] = 0;
verts[1].normal[2] = 1;
verts[1].tangents[0][0] = 1;
verts[1].tangents[0][1] = 0;
verts[1].tangents[0][2] = 0;
verts[1].tangents[1][0] = 0;
verts[1].tangents[1][1] = 1;
verts[1].tangents[1][2] = 0;
verts[2].xyz[0] = x + w;
verts[2].xyz[1] = y + h;
verts[2].xyz[2] = 0;
verts[2].st[0] = s2;
verts[2].st[1] = t2;
verts[2].normal[0] = 0;
verts[2].normal[1] = 0;
verts[2].normal[2] = 1;
verts[2].tangents[0][0] = 1;
verts[2].tangents[0][1] = 0;
verts[2].tangents[0][2] = 0;
verts[2].tangents[1][0] = 0;
verts[2].tangents[1][1] = 1;
verts[2].tangents[1][2] = 0;
verts[3].xyz[0] = x;
verts[3].xyz[1] = y + h;
verts[3].xyz[2] = 0;
verts[3].st[0] = s1;
verts[3].st[1] = t2;
verts[3].normal[0] = 0;
verts[3].normal[1] = 0;
verts[3].normal[2] = 1;
verts[3].tangents[0][0] = 1;
verts[3].tangents[0][1] = 0;
verts[3].tangents[0][2] = 0;
verts[3].tangents[1][0] = 0;
verts[3].tangents[1][1] = 1;
verts[3].tangents[1][2] = 0;
DrawStretchPic( &verts[0], &indexes[0], 4, 6, hShader, false, 0.0f, 0.0f, 640.0f, 480.0f );
}
/*
=============
DrawStretchTri
x/y/w/h are in the 0,0 to 640,480 range
=============
*/
void idGuiModel::DrawStretchTri( idVec2 p1, idVec2 p2, idVec2 p3, idVec2 t1, idVec2 t2, idVec2 t3, const idMaterial *material ) {
idDrawVert tempVerts[3];
glIndex_t tempIndexes[3];
int vertCount = 3;
int indexCount = 3;
if ( !glConfig.isInitialized ) {
return;
}
if ( !material ) {
return;
}
tempIndexes[0] = 1;
tempIndexes[1] = 0;
tempIndexes[2] = 2;
tempVerts[0].xyz[0] = p1.x;
tempVerts[0].xyz[1] = p1.y;
tempVerts[0].xyz[2] = 0;
tempVerts[0].st[0] = t1.x;
tempVerts[0].st[1] = t1.y;
tempVerts[0].normal[0] = 0;
tempVerts[0].normal[1] = 0;
tempVerts[0].normal[2] = 1;
tempVerts[0].tangents[0][0] = 1;
tempVerts[0].tangents[0][1] = 0;
tempVerts[0].tangents[0][2] = 0;
tempVerts[0].tangents[1][0] = 0;
tempVerts[0].tangents[1][1] = 1;
tempVerts[0].tangents[1][2] = 0;
tempVerts[1].xyz[0] = p2.x;
tempVerts[1].xyz[1] = p2.y;
tempVerts[1].xyz[2] = 0;
tempVerts[1].st[0] = t2.x;
tempVerts[1].st[1] = t2.y;
tempVerts[1].normal[0] = 0;
tempVerts[1].normal[1] = 0;
tempVerts[1].normal[2] = 1;
tempVerts[1].tangents[0][0] = 1;
tempVerts[1].tangents[0][1] = 0;
tempVerts[1].tangents[0][2] = 0;
tempVerts[1].tangents[1][0] = 0;
tempVerts[1].tangents[1][1] = 1;
tempVerts[1].tangents[1][2] = 0;
tempVerts[2].xyz[0] = p3.x;
tempVerts[2].xyz[1] = p3.y;
tempVerts[2].xyz[2] = 0;
tempVerts[2].st[0] = t3.x;
tempVerts[2].st[1] = t3.y;
tempVerts[2].normal[0] = 0;
tempVerts[2].normal[1] = 0;
tempVerts[2].normal[2] = 1;
tempVerts[2].tangents[0][0] = 1;
tempVerts[2].tangents[0][1] = 0;
tempVerts[2].tangents[0][2] = 0;
tempVerts[2].tangents[1][0] = 0;
tempVerts[2].tangents[1][1] = 1;
tempVerts[2].tangents[1][2] = 0;
// break the current surface if we are changing to a new material
if ( material != surf->material ) {
if ( surf->numVerts ) {
AdvanceSurf();
}
const_cast<idMaterial *>(material)->EnsureNotPurged(); // in case it was a gui item started before a level change
surf->material = material;
}
int numVerts = verts.Num();
int numIndexes = indexes.Num();
verts.AssureSize( numVerts + vertCount );
indexes.AssureSize( numIndexes + indexCount );
surf->numVerts += vertCount;
surf->numIndexes += indexCount;
for ( int i = 0; i < indexCount; i++ ) {
indexes[numIndexes + i] = numVerts + tempIndexes[i] - surf->firstVert;
}
memcpy( &verts[numVerts], tempVerts, vertCount * sizeof( verts[0] ) );
}