mirror of
https://github.com/dhewm/dhewm3.git
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219 lines
6.1 KiB
C++
219 lines
6.1 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 "../idlib/precompiled.h"
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#pragma hdrstop
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#include "tr_local.h"
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/*
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==========================================================================================
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GUI SHADERS
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==========================================================================================
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*/
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/*
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================
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R_SurfaceToTextureAxis
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Calculates two axis for the surface sutch that a point dotted against
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the axis will give a 0.0 to 1.0 range in S and T when inside the gui surface
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================
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*/
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void R_SurfaceToTextureAxis( const srfTriangles_t *tri, idVec3 &origin, idVec3 axis[3] ) {
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float area, inva;
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float d0[5], d1[5];
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idDrawVert *a, *b, *c;
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float bounds[2][2];
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float boundsOrg[2];
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int i, j;
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float v;
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// find the bounds of the texture
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bounds[0][0] = bounds[0][1] = 999999;
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bounds[1][0] = bounds[1][1] = -999999;
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for ( i = 0 ; i < tri->numVerts ; i++ ) {
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for ( j = 0 ; j < 2 ; j++ ) {
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v = tri->verts[i].st[j];
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if ( v < bounds[0][j] ) {
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bounds[0][j] = v;
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}
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if ( v > bounds[1][j] ) {
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bounds[1][j] = v;
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}
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}
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}
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// use the floor of the midpoint as the origin of the
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// surface, which will prevent a slight misalignment
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// from throwing it an entire cycle off
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boundsOrg[0] = floor( ( bounds[0][0] + bounds[1][0] ) * 0.5 );
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boundsOrg[1] = floor( ( bounds[0][1] + bounds[1][1] ) * 0.5 );
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// determine the world S and T vectors from the first drawSurf triangle
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a = tri->verts + tri->indexes[0];
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b = tri->verts + tri->indexes[1];
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c = tri->verts + tri->indexes[2];
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VectorSubtract( b->xyz, a->xyz, d0 );
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d0[3] = b->st[0] - a->st[0];
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d0[4] = b->st[1] - a->st[1];
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VectorSubtract( c->xyz, a->xyz, d1 );
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d1[3] = c->st[0] - a->st[0];
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d1[4] = c->st[1] - a->st[1];
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area = d0[3] * d1[4] - d0[4] * d1[3];
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if ( area == 0.0 ) {
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axis[0].Zero();
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axis[1].Zero();
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axis[2].Zero();
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return; // degenerate
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}
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inva = 1.0 / area;
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axis[0][0] = (d0[0] * d1[4] - d0[4] * d1[0]) * inva;
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axis[0][1] = (d0[1] * d1[4] - d0[4] * d1[1]) * inva;
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axis[0][2] = (d0[2] * d1[4] - d0[4] * d1[2]) * inva;
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axis[1][0] = (d0[3] * d1[0] - d0[0] * d1[3]) * inva;
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axis[1][1] = (d0[3] * d1[1] - d0[1] * d1[3]) * inva;
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axis[1][2] = (d0[3] * d1[2] - d0[2] * d1[3]) * inva;
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idPlane plane;
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plane.FromPoints( a->xyz, b->xyz, c->xyz );
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axis[2][0] = plane[0];
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axis[2][1] = plane[1];
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axis[2][2] = plane[2];
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// take point 0 and project the vectors to the texture origin
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VectorMA( a->xyz, boundsOrg[0] - a->st[0], axis[0], origin );
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VectorMA( origin, boundsOrg[1] - a->st[1], axis[1], origin );
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}
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/*
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=================
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R_RenderGuiSurf
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Create a texture space on the given surface and
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call the GUI generator to create quads for it.
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=================
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*/
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void R_RenderGuiSurf( idUserInterface *gui, drawSurf_t *drawSurf ) {
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idVec3 origin, axis[3];
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// for testing the performance hit
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if ( r_skipGuiShaders.GetInteger() == 1 ) {
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return;
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}
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// don't allow an infinite recursion loop
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if ( tr.guiRecursionLevel == 4 ) {
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return;
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}
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tr.pc.c_guiSurfs++;
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// create the new matrix to draw on this surface
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R_SurfaceToTextureAxis( drawSurf->geo, origin, axis );
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float guiModelMatrix[16];
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float modelMatrix[16];
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guiModelMatrix[0] = axis[0][0] / 640.0;
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guiModelMatrix[4] = axis[1][0] / 480.0;
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guiModelMatrix[8] = axis[2][0];
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guiModelMatrix[12] = origin[0];
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guiModelMatrix[1] = axis[0][1] / 640.0;
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guiModelMatrix[5] = axis[1][1] / 480.0;
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guiModelMatrix[9] = axis[2][1];
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guiModelMatrix[13] = origin[1];
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guiModelMatrix[2] = axis[0][2] / 640.0;
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guiModelMatrix[6] = axis[1][2] / 480.0;
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guiModelMatrix[10] = axis[2][2];
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guiModelMatrix[14] = origin[2];
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guiModelMatrix[3] = 0;
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guiModelMatrix[7] = 0;
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guiModelMatrix[11] = 0;
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guiModelMatrix[15] = 1;
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myGlMultMatrix( guiModelMatrix, drawSurf->space->modelMatrix,
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modelMatrix );
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tr.guiRecursionLevel++;
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// call the gui, which will call the 2D drawing functions
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tr.guiModel->Clear();
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gui->Redraw( tr.viewDef->renderView.time );
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tr.guiModel->EmitToCurrentView( modelMatrix, drawSurf->space->weaponDepthHack );
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tr.guiModel->Clear();
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tr.guiRecursionLevel--;
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}
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/*
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================,
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R_ReloadGuis_f
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Reloads any guis that have had their file timestamps changed.
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An optional "all" parameter will cause all models to reload, even
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if they are not out of date.
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Should we also reload the map models?
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================
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*/
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void R_ReloadGuis_f( const idCmdArgs &args ) {
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bool all;
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if ( !idStr::Icmp( args.Argv(1), "all" ) ) {
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all = true;
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common->Printf( "Reloading all gui files...\n" );
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} else {
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all = false;
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common->Printf( "Checking for changed gui files...\n" );
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}
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uiManager->Reload( all );
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}
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/*
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================,
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R_ListGuis_f
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================
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*/
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void R_ListGuis_f( const idCmdArgs &args ) {
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uiManager->ListGuis();
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}
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