/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition 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 BFG Edition 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. =========================================================================== */ #pragma hdrstop #include "precompiled.h" #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_"; /* =============== idRenderModelSprite::IsDynamicModel =============== */ dynamicModel_t idRenderModelSprite::IsDynamicModel() const { return DM_CONTINUOUS; } /* =============== idRenderModelSprite::IsLoaded =============== */ bool idRenderModelSprite::IsLoaded() const { return true; } /* =============== idRenderModelSprite::InstantiateDynamicModel =============== */ idRenderModel* idRenderModelSprite::InstantiateDynamicModel( const struct renderEntity_s* renderEntity, const viewDef_t* 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( TAG_MODEL ) idRenderModelStatic; staticModel->InitEmpty( sprite_SnapshotName ); tri = R_AllocStaticTriSurf(); R_AllocStaticTriSurfVerts( tri, 4 ); R_AllocStaticTriSurfIndexes( tri, 6 ); tri->verts[ 0 ].Clear(); tri->verts[ 0 ].SetNormal( 1.0f, 0.0f, 0.0f ); tri->verts[ 0 ].SetTangent( 0.0f, 1.0f, 0.0f ); tri->verts[ 0 ].SetBiTangent( 0.0f, 0.0f, 1.0f ); tri->verts[ 0 ].SetTexCoord( 0.0f, 0.0f ); tri->verts[ 1 ].Clear(); tri->verts[ 1 ].SetNormal( 1.0f, 0.0f, 0.0f ); tri->verts[ 1 ].SetTangent( 0.0f, 1.0f, 0.0f ); tri->verts[ 1 ].SetBiTangent( 0.0f, 0.0f, 1.0f ); tri->verts[ 1 ].SetTexCoord( 1.0f, 0.0f ); tri->verts[ 2 ].Clear(); tri->verts[ 2 ].SetNormal( 1.0f, 0.0f, 0.0f ); tri->verts[ 2 ].SetTangent( 0.0f, 1.0f, 0.0f ); tri->verts[ 2 ].SetBiTangent( 0.0f, 0.0f, 1.0f ); tri->verts[ 2 ].SetTexCoord( 1.0f, 1.0f ); tri->verts[ 3 ].Clear(); tri->verts[ 3 ].SetNormal( 1.0f, 0.0f, 0.0f ); tri->verts[ 3 ].SetTangent( 0.0f, 1.0f, 0.0f ); tri->verts[ 3 ].SetBiTangent( 0.0f, 0.0f, 1.0f ); tri->verts[ 3 ].SetTexCoord( 0.0f, 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::Ftoi( renderEntity->shaderParms[ SHADERPARM_RED ] * 255.0f ); int green = idMath::Ftoi( renderEntity->shaderParms[ SHADERPARM_GREEN ] * 255.0f ); int blue = idMath::Ftoi( renderEntity->shaderParms[ SHADERPARM_BLUE ] * 255.0f ); int alpha = idMath::Ftoi( 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; }