/* =========================================================================== 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 "../idlib/precompiled.h" #include "tr_local.h" #include "Model_local.h" #include "../idlib/geometry/DrawVert_intrinsics.h" // decalFade filter 5 0.1 // polygonOffset // { // map invertColor( textures/splat ) // blend GL_ZERO GL_ONE_MINUS_SRC // vertexColor // clamp // } /* ================== idRenderModelDecal::idRenderModelDecal ================== */ idRenderModelDecal::idRenderModelDecal() : firstDecal( 0 ), nextDecal( 0 ), firstDeferredDecal( 0 ), nextDeferredDecal( 0 ), numDecalMaterials( 0 ) { } /* ================== idRenderModelDecal::~idRenderModelDecal ================== */ idRenderModelDecal::~idRenderModelDecal() { } /* ================= idRenderModelDecal::CreateProjectionParms ================= */ bool idRenderModelDecal::CreateProjectionParms( decalProjectionParms_t &parms, 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 ); parms.projectionOrigin = projectionOrigin; parms.material = material; parms.parallel = parallel; parms.fadeDepth = fadeDepth; parms.startTime = startTime; parms.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( parms.projectionBounds ); if ( parallel ) { parms.projectionBounds.ExpandSelf( depth ); } else { parms.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(); parms.boundingPlanes[i].Normal().Cross( windingPlane.Normal(), edge ); parms.boundingPlanes[i].Normalize(); parms.boundingPlanes[i].FitThroughPoint( winding[i].ToVec3() ); } } else { for ( int i = 0; i < winding.GetNumPoints(); i++ ) { parms.boundingPlanes[i].FromPoints( projectionOrigin, winding[i].ToVec3(), winding[(i+1)%winding.GetNumPoints()].ToVec3() ); } } parms.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 2] = windingPlane; parms.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 2][3] -= depth; parms.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 1] = -windingPlane; // fades will be from these plane parms.fadePlanes[0] = windingPlane; parms.fadePlanes[0][3] -= fadeDepth; parms.fadePlanes[1] = -windingPlane; parms.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(); parms.textureAxis[0].Normal() = temp * ( 1.0f / len ); parms.textureAxis[0][3] = winding[0].s - ( winding[0].ToVec3() * parms.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(); parms.textureAxis[1].Normal() = temp * ( 1.0f / len ); parms.textureAxis[1][3] = winding[0].t - ( winding[0].ToVec3() * parms.textureAxis[1].Normal() ); return true; } /* ================= idRenderModelDecal::GlobalProjectionParmsToLocal ================= */ void idRenderModelDecal::GlobalProjectionParmsToLocal( decalProjectionParms_t &localParms, const decalProjectionParms_t &globalParms, 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, globalParms.boundingPlanes[j], localParms.boundingPlanes[j] ); } R_GlobalPlaneToLocal( modelMatrix, globalParms.fadePlanes[0], localParms.fadePlanes[0] ); R_GlobalPlaneToLocal( modelMatrix, globalParms.fadePlanes[1], localParms.fadePlanes[1] ); R_GlobalPlaneToLocal( modelMatrix, globalParms.textureAxis[0], localParms.textureAxis[0] ); R_GlobalPlaneToLocal( modelMatrix, globalParms.textureAxis[1], localParms.textureAxis[1] ); R_GlobalPointToLocal( modelMatrix, globalParms.projectionOrigin, localParms.projectionOrigin ); localParms.projectionBounds = globalParms.projectionBounds; localParms.projectionBounds.TranslateSelf( -origin ); localParms.projectionBounds.RotateSelf( axis.Transpose() ); localParms.material = globalParms.material; localParms.parallel = globalParms.parallel; localParms.fadeDepth = globalParms.fadeDepth; localParms.startTime = globalParms.startTime; localParms.force = globalParms.force; } /* ================= idRenderModelDecal::ReUse ================= */ void idRenderModelDecal::ReUse() { firstDecal = 0; nextDecal = 0; firstDeferredDecal = 0; nextDeferredDecal = 0; numDecalMaterials = 0; } /* ================= idRenderModelDecal::CreateDecalFromWinding ================= */ void idRenderModelDecal::CreateDecalFromWinding( const idWinding &w, const idMaterial *decalMaterial, const idPlane fadePlanes[2], float fadeDepth, int startTime ) { // Often we are appending a new triangle to an existing decal, so merge with the previous decal if possible int decalIndex = ( nextDecal - 1 ) & ( MAX_DECALS - 1 ); if ( decalIndex >= 0 && decals[decalIndex].material == decalMaterial && decals[decalIndex].startTime == startTime && decals[decalIndex].numVerts + w.GetNumPoints() <= MAX_DECAL_VERTS && decals[decalIndex].numIndexes + 3 * ( w.GetNumPoints() - 2 ) <= MAX_DECAL_INDEXES ) { } else { decalIndex = nextDecal++ & ( MAX_DECALS - 1 ); decals[decalIndex].material = decalMaterial; decals[decalIndex].startTime = startTime; decals[decalIndex].numVerts = 0; decals[decalIndex].numIndexes = 0; assert( w.GetNumPoints() <= MAX_DECAL_VERTS ); if ( nextDecal - firstDecal > MAX_DECALS ) { firstDecal = nextDecal - MAX_DECALS; } } decal_t & decal = decals[decalIndex]; const float invFadeDepth = -1.0f / fadeDepth; int firstVert = decal.numVerts; // create the vertices for ( int i = 0; i < w.GetNumPoints(); i++ ) { float depthFade = fadePlanes[0].Distance( w[i].ToVec3() ) * invFadeDepth; if ( depthFade < 0.0f ) { depthFade = fadePlanes[1].Distance( w[i].ToVec3() ) * invFadeDepth; } if ( depthFade < 0.0f ) { depthFade = 0.0f; } else if ( depthFade > 0.99f ) { depthFade = 1.0f; } decal.vertDepthFade[decal.numVerts] = 1.0f - depthFade; decal.verts[decal.numVerts].Clear(); decal.verts[decal.numVerts].xyz = w[i].ToVec3(); decal.verts[decal.numVerts].SetTexCoord( w[i].s, w[i].t ); decal.numVerts++; } // create the indexes for ( int i = 2; i < w.GetNumPoints(); i++ ) { assert( decal.numIndexes + 3 <= MAX_DECAL_INDEXES ); decal.indexes[decal.numIndexes + 0] = firstVert; decal.indexes[decal.numIndexes + 1] = firstVert + i - 1; decal.indexes[decal.numIndexes + 2] = firstVert + i; decal.numIndexes += 3; } // add degenerate triangles until the index size is a multiple of 16 bytes for ( ; ( ( ( decal.numIndexes * sizeof( triIndex_t ) ) & 15 ) != 0 ); decal.numIndexes += 3 ) { assert( decal.numIndexes + 3 <= MAX_DECAL_INDEXES ); decal.indexes[decal.numIndexes + 0] = 0; decal.indexes[decal.numIndexes + 1] = 0; decal.indexes[decal.numIndexes + 2] = 0; } } /* ============ R_DecalPointCullStatic ============ */ static void R_DecalPointCullStatic( byte * cullBits, const idPlane * planes, const idDrawVert * verts, const int numVerts ) { assert_16_byte_aligned( cullBits ); assert_16_byte_aligned( verts ); #ifdef ID_WIN_X86_SSE2_INTRIN idODSStreamedArray< idDrawVert, 16, SBT_DOUBLE, 4 > vertsODS( verts, numVerts ); const __m128 vector_float_zero = { 0.0f, 0.0f, 0.0f, 0.0f }; const __m128i vector_int_mask0 = _mm_set1_epi32( 1 << 0 ); const __m128i vector_int_mask1 = _mm_set1_epi32( 1 << 1 ); const __m128i vector_int_mask2 = _mm_set1_epi32( 1 << 2 ); const __m128i vector_int_mask3 = _mm_set1_epi32( 1 << 3 ); const __m128i vector_int_mask4 = _mm_set1_epi32( 1 << 4 ); const __m128i vector_int_mask5 = _mm_set1_epi32( 1 << 5 ); const __m128 p0 = _mm_loadu_ps( planes[0].ToFloatPtr() ); const __m128 p1 = _mm_loadu_ps( planes[1].ToFloatPtr() ); const __m128 p2 = _mm_loadu_ps( planes[2].ToFloatPtr() ); const __m128 p3 = _mm_loadu_ps( planes[3].ToFloatPtr() ); const __m128 p4 = _mm_loadu_ps( planes[4].ToFloatPtr() ); const __m128 p5 = _mm_loadu_ps( planes[5].ToFloatPtr() ); const __m128 p0X = _mm_splat_ps( p0, 0 ); const __m128 p0Y = _mm_splat_ps( p0, 1 ); const __m128 p0Z = _mm_splat_ps( p0, 2 ); const __m128 p0W = _mm_splat_ps( p0, 3 ); const __m128 p1X = _mm_splat_ps( p1, 0 ); const __m128 p1Y = _mm_splat_ps( p1, 1 ); const __m128 p1Z = _mm_splat_ps( p1, 2 ); const __m128 p1W = _mm_splat_ps( p1, 3 ); const __m128 p2X = _mm_splat_ps( p2, 0 ); const __m128 p2Y = _mm_splat_ps( p2, 1 ); const __m128 p2Z = _mm_splat_ps( p2, 2 ); const __m128 p2W = _mm_splat_ps( p2, 3 ); const __m128 p3X = _mm_splat_ps( p3, 0 ); const __m128 p3Y = _mm_splat_ps( p3, 1 ); const __m128 p3Z = _mm_splat_ps( p3, 2 ); const __m128 p3W = _mm_splat_ps( p3, 3 ); const __m128 p4X = _mm_splat_ps( p4, 0 ); const __m128 p4Y = _mm_splat_ps( p4, 1 ); const __m128 p4Z = _mm_splat_ps( p4, 2 ); const __m128 p4W = _mm_splat_ps( p4, 3 ); const __m128 p5X = _mm_splat_ps( p5, 0 ); const __m128 p5Y = _mm_splat_ps( p5, 1 ); const __m128 p5Z = _mm_splat_ps( p5, 2 ); const __m128 p5W = _mm_splat_ps( p5, 3 ); for ( int i = 0; i < numVerts; ) { const int nextNumVerts = vertsODS.FetchNextBatch() - 4; for ( ; i <= nextNumVerts; i += 4 ) { const __m128 v0 = _mm_load_ps( vertsODS[i + 0].xyz.ToFloatPtr() ); const __m128 v1 = _mm_load_ps( vertsODS[i + 1].xyz.ToFloatPtr() ); const __m128 v2 = _mm_load_ps( vertsODS[i + 2].xyz.ToFloatPtr() ); const __m128 v3 = _mm_load_ps( vertsODS[i + 3].xyz.ToFloatPtr() ); const __m128 r0 = _mm_unpacklo_ps( v0, v2 ); // v0.x, v2.x, v0.z, v2.z const __m128 r1 = _mm_unpackhi_ps( v0, v2 ); // v0.y, v2.y, v0.w, v2.w const __m128 r2 = _mm_unpacklo_ps( v1, v3 ); // v1.x, v3.x, v1.z, v3.z const __m128 r3 = _mm_unpackhi_ps( v1, v3 ); // v1.y, v3.y, v1.w, v3.w const __m128 vX = _mm_unpacklo_ps( r0, r2 ); // v0.x, v1.x, v2.x, v3.x const __m128 vY = _mm_unpackhi_ps( r0, r2 ); // v0.y, v1.y, v2.y, v3.y const __m128 vZ = _mm_unpacklo_ps( r1, r3 ); // v0.z, v1.z, v2.z, v3.z const __m128 d0 = _mm_madd_ps( vX, p0X, _mm_madd_ps( vY, p0Y, _mm_madd_ps( vZ, p0Z, p0W ) ) ); const __m128 d1 = _mm_madd_ps( vX, p1X, _mm_madd_ps( vY, p1Y, _mm_madd_ps( vZ, p1Z, p1W ) ) ); const __m128 d2 = _mm_madd_ps( vX, p2X, _mm_madd_ps( vY, p2Y, _mm_madd_ps( vZ, p2Z, p2W ) ) ); const __m128 d3 = _mm_madd_ps( vX, p3X, _mm_madd_ps( vY, p3Y, _mm_madd_ps( vZ, p3Z, p3W ) ) ); const __m128 d4 = _mm_madd_ps( vX, p4X, _mm_madd_ps( vY, p4Y, _mm_madd_ps( vZ, p4Z, p4W ) ) ); const __m128 d5 = _mm_madd_ps( vX, p5X, _mm_madd_ps( vY, p5Y, _mm_madd_ps( vZ, p5Z, p5W ) ) ); __m128i c0 = __m128c( _mm_cmpgt_ps( d0, vector_float_zero ) ); __m128i c1 = __m128c( _mm_cmpgt_ps( d1, vector_float_zero ) ); __m128i c2 = __m128c( _mm_cmpgt_ps( d2, vector_float_zero ) ); __m128i c3 = __m128c( _mm_cmpgt_ps( d3, vector_float_zero ) ); __m128i c4 = __m128c( _mm_cmpgt_ps( d4, vector_float_zero ) ); __m128i c5 = __m128c( _mm_cmpgt_ps( d5, vector_float_zero ) ); c0 = _mm_and_si128( c0, vector_int_mask0 ); c1 = _mm_and_si128( c1, vector_int_mask1 ); c2 = _mm_and_si128( c2, vector_int_mask2 ); c3 = _mm_and_si128( c3, vector_int_mask3 ); c4 = _mm_and_si128( c4, vector_int_mask4 ); c5 = _mm_and_si128( c5, vector_int_mask5 ); c0 = _mm_or_si128( c0, c1 ); c2 = _mm_or_si128( c2, c3 ); c4 = _mm_or_si128( c4, c5 ); c0 = _mm_or_si128( c0, c2 ); c0 = _mm_or_si128( c0, c4 ); __m128i s0 = _mm_packs_epi32( c0, c0 ); __m128i b0 = _mm_packus_epi16( s0, s0 ); *(unsigned int *)&cullBits[i] = _mm_cvtsi128_si32( b0 ); } } #else idODSStreamedArray< idDrawVert, 16, SBT_DOUBLE, 1 > vertsODS( verts, numVerts ); for ( int i = 0; i < numVerts; ) { const int nextNumVerts = vertsODS.FetchNextBatch() - 1; for ( ; i <= nextNumVerts; i++ ) { const idVec3 & v = vertsODS[i].xyz; const float d0 = planes[0].Distance( v ); const float d1 = planes[1].Distance( v ); const float d2 = planes[2].Distance( v ); const float d3 = planes[3].Distance( v ); const float d4 = planes[4].Distance( v ); const float d5 = planes[5].Distance( v ); byte bits; bits = IEEE_FLT_SIGNBITNOTSET( d0 ) << 0; bits |= IEEE_FLT_SIGNBITNOTSET( d1 ) << 1; bits |= IEEE_FLT_SIGNBITNOTSET( d2 ) << 2; bits |= IEEE_FLT_SIGNBITNOTSET( d3 ) << 3; bits |= IEEE_FLT_SIGNBITNOTSET( d4 ) << 4; bits |= IEEE_FLT_SIGNBITNOTSET( d5 ) << 5; cullBits[i] = bits; } } #endif } /* ================= idRenderModelDecal::CreateDecal ================= */ void idRenderModelDecal::CreateDecal( const idRenderModel *model, const decalProjectionParms_t &localParms ) { int maxVerts = 0; for ( int surfNum = 0; surfNum < model->NumSurfaces(); surfNum++ ) { const modelSurface_t *surf = model->Surface( surfNum ); if ( surf->geometry != NULL && surf->shader != NULL ) { maxVerts = Max( maxVerts, surf->geometry->numVerts ); } } idTempArray< byte > cullBits( ALIGN( maxVerts, 4 ) ); // 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 == NULL || surf->shader == NULL ) { continue; } // decals and overlays use the same rules if ( !localParms.force && !surf->shader->AllowOverlays() ) { continue; } srfTriangles_t *tri = surf->geometry; // if the triangle bounds do not overlap with the projection bounds if ( !localParms.projectionBounds.IntersectsBounds( tri->bounds ) ) { continue; } // decals don't work on animated models assert( tri->staticModelWithJoints == NULL ); // catagorize all points by the planes R_DecalPointCullStatic( cullBits.Ptr(), localParms.boundingPlanes, tri->verts, tri->numVerts ); // start streaming the indexes idODSStreamedArray< triIndex_t, 256, SBT_QUAD, 3 > indexesODS( tri->indexes, tri->numIndexes ); // find triangles inside the projection volume for ( int i = 0; i < tri->numIndexes; ) { const int nextNumIndexes = indexesODS.FetchNextBatch() - 3; for ( ; i <= nextNumIndexes; i += 3 ) { const int i0 = indexesODS[i + 0]; const int i1 = indexesODS[i + 1]; const int i2 = indexesODS[i + 2]; // skip triangles completely off one side if ( cullBits[i0] & cullBits[i1] & cullBits[i2] ) { continue; } const idDrawVert * verts[3] = { &tri->verts[i0], &tri->verts[i1], &tri->verts[i2] }; // skip back facing triangles const idPlane plane( verts[0]->xyz, verts[1]->xyz, verts[2]->xyz ); if ( plane.Normal() * localParms.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 ( localParms.parallel ) { for ( int j = 0; j < 3; j++ ) { fw[j] = verts[j]->xyz; fw[j].s = localParms.textureAxis[0].Distance( verts[j]->xyz ); fw[j].t = localParms.textureAxis[1].Distance( verts[j]->xyz ); } } else { for ( int j = 0; j < 3; j++ ) { const idVec3 dir = verts[j]->xyz - localParms.projectionOrigin; float scale; localParms.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 1].RayIntersection( verts[j]->xyz, dir, scale ); const idVec3 intersection = verts[j]->xyz + scale * dir; fw[j] = verts[j]->xyz; fw[j].s = localParms.textureAxis[0].Distance( intersection ); fw[j].t = localParms.textureAxis[1].Distance( intersection ); } } const int orBits = cullBits[i0] | cullBits[i1] | cullBits[i2]; // clip the exact surface triangle to the projection volume for ( int j = 0; j < NUM_DECAL_BOUNDING_PLANES; j++ ) { if ( ( orBits & ( 1 << j ) ) != 0 ) { if ( !fw.ClipInPlace( -localParms.boundingPlanes[j] ) ) { break; } } } // if there is a part of the triangle between the bounding planes then clip // the triangle based on depth and add decals for the depth faded parts if ( fw.GetNumPoints() != 0 ) { idFixedWinding back; if ( fw.Split( &back, localParms.fadePlanes[0], 0.1f ) == SIDE_CROSS ) { CreateDecalFromWinding( back, localParms.material, localParms.fadePlanes, localParms.fadeDepth, localParms.startTime ); } if ( fw.Split( &back, localParms.fadePlanes[1], 0.1f ) == SIDE_CROSS ) { CreateDecalFromWinding( back, localParms.material, localParms.fadePlanes, localParms.fadeDepth, localParms.startTime ); } CreateDecalFromWinding( fw, localParms.material, localParms.fadePlanes, localParms.fadeDepth, localParms.startTime ); } } } } } /* ===================== idRenderModelDecal::CreateDeferredDecals ===================== */ void idRenderModelDecal::CreateDeferredDecals( const idRenderModel *model ) { for ( unsigned int i = firstDeferredDecal; i < nextDeferredDecal; i++ ) { decalProjectionParms_t & parms = deferredDecals[i & ( MAX_DEFERRED_DECALS - 1 )]; if ( parms.startTime > tr.viewDef->renderView.time[0] - DEFFERED_DECAL_TIMEOUT ) { CreateDecal( model, parms ); } } firstDeferredDecal = 0; nextDeferredDecal = 0; } /* ===================== idRenderModelDecal::AddDeferredDecal ===================== */ void idRenderModelDecal::AddDeferredDecal( const decalProjectionParms_t &localParms ) { deferredDecals[nextDeferredDecal++ & ( MAX_DEFERRED_DECALS - 1 )] = localParms; if ( nextDeferredDecal - firstDeferredDecal > MAX_DEFERRED_DECALS ) { firstDeferredDecal = nextDeferredDecal - MAX_DEFERRED_DECALS; } } /* ===================== idRenderModelDecal::RemoveFadedDecals ===================== */ void idRenderModelDecal::RemoveFadedDecals( int time ) { for ( unsigned int i = firstDecal; i < nextDecal; i++ ) { decal_t & decal = decals[i & ( MAX_DECALS - 1 )]; const decalInfo_t decalInfo = decal.material->GetDecalInfo(); const int minTime = time - ( decalInfo.stayTime + decalInfo.fadeTime ); if ( decal.startTime <= minTime ) { decal.numVerts = 0; decal.numIndexes = 0; if ( i == firstDecal ) { firstDecal++; } } } if ( firstDecal == nextDecal ) { firstDecal = 0; nextDecal = 0; } } /* ===================== R_CopyDecalSurface ===================== */ static void R_CopyDecalSurface( idDrawVert * verts, int numVerts, triIndex_t * indexes, int numIndexes, const decal_t * decal, const float fadeColor[4] ) { assert_16_byte_aligned( &verts[numVerts] ); assert_16_byte_aligned( &indexes[numIndexes] ); assert_16_byte_aligned( decal->indexes ); assert_16_byte_aligned( decal->verts ); assert( ( ( decal->numVerts * sizeof( idDrawVert ) ) & 15 ) == 0 ); assert( ( ( decal->numIndexes * sizeof( triIndex_t ) ) & 15 ) == 0 ); assert_16_byte_aligned( fadeColor ); #ifdef ID_WIN_X86_SSE2_INTRIN const __m128i vector_int_num_verts = _mm_shuffle_epi32( _mm_cvtsi32_si128( numVerts ), 0 ); const __m128i vector_short_num_verts = _mm_packs_epi32( vector_int_num_verts, vector_int_num_verts ); const __m128 vector_fade_color = _mm_load_ps( fadeColor ); const __m128i vector_color_mask = _mm_set_epi32( 0, -1, 0, 0 ); // copy vertices and apply depth/time based fading assert_offsetof( idDrawVert, color, 6 * 4 ); for ( int i = 0; i < decal->numVerts; i++ ) { const idDrawVert &srcVert = decal->verts[i]; idDrawVert &dstVert = verts[numVerts + i]; __m128i v0 = _mm_load_si128( (const __m128i *)( (byte *)&srcVert + 0 ) ); __m128i v1 = _mm_load_si128( (const __m128i *)( (byte *)&srcVert + 16 ) ); __m128 depthFade = _mm_splat_ps( _mm_load_ss( decal->vertDepthFade + i ), 0 ); __m128 timeDepthFade = _mm_mul_ps( depthFade, vector_fade_color ); __m128i colorInt = _mm_cvtps_epi32( timeDepthFade ); __m128i colorShort = _mm_packs_epi32( colorInt, colorInt ); __m128i colorByte = _mm_packus_epi16( colorShort, colorShort ); v1 = _mm_or_si128( v1, _mm_and_si128( colorByte, vector_color_mask ) ); _mm_stream_si128( (__m128i *)( (byte *)&dstVert + 0 ), v0 ); _mm_stream_si128( (__m128i *)( (byte *)&dstVert + 16 ), v1 ); } // copy indexes assert( ( decal->numIndexes & 7 ) == 0 ); assert( sizeof( triIndex_t ) == 2 ); for ( int i = 0; i < decal->numIndexes; i += 8 ) { __m128i vi = _mm_load_si128( (const __m128i *)&decal->indexes[i] ); vi = _mm_add_epi16( vi, vector_short_num_verts ); _mm_stream_si128( (__m128i *)&indexes[numIndexes + i], vi ); } _mm_sfence(); #else // copy vertices and apply depth/time based fading for ( int i = 0; i < decal->numVerts; i++ ) { // NOTE: bad out-of-order write-combined write, SIMD code does the right thing verts[numVerts + i] = decal->verts[i]; for ( int j = 0; j < 4; j++ ) { verts[numVerts + i].color[j] = idMath::Ftob( fadeColor[j] * decal->vertDepthFade[i] ); } } // copy indices assert( ( decal->numIndexes & 1 ) == 0 ); for ( int i = 0; i < decal->numIndexes; i += 2 ) { assert( decal->indexes[i + 0] < decal->numVerts && decal->indexes[i + 1] < decal->numVerts ); WriteIndexPair( &indexes[numIndexes + i], numVerts + decal->indexes[i + 0], numVerts + decal->indexes[i + 1] ); } #endif } /* ===================== idRenderModelDecal::GetNumDecalDrawSurfs ===================== */ unsigned int idRenderModelDecal::GetNumDecalDrawSurfs() { numDecalMaterials = 0; for ( unsigned int i = firstDecal; i < nextDecal; i++ ) { const decal_t & decal = decals[i & ( MAX_DECALS - 1 )]; unsigned int j = 0; for ( ; j < numDecalMaterials; j++ ) { if ( decalMaterials[j] == decal.material ) { break; } } if ( j >= numDecalMaterials ) { decalMaterials[numDecalMaterials++] = decal.material; } } return numDecalMaterials; } /* ===================== idRenderModelDecal::CreateDecalDrawSurf ===================== */ drawSurf_t * idRenderModelDecal::CreateDecalDrawSurf( const viewEntity_t *space, unsigned int index ) { if ( index < 0 || index >= numDecalMaterials ) { return NULL; } const idMaterial * material = decalMaterials[index]; int maxVerts = 0; int maxIndexes = 0; for ( unsigned int i = firstDecal; i < nextDecal; i++ ) { const decal_t & decal = decals[i & ( MAX_DECALS - 1 )]; if ( decal.material == material ) { maxVerts += decal.numVerts; maxIndexes += decal.numIndexes; } } if ( maxVerts == 0 || maxIndexes == 0 ) { return NULL; } // create a new triangle surface in frame memory so it gets automatically disposed of srfTriangles_t *newTri = (srfTriangles_t *)R_ClearedFrameAlloc( sizeof( *newTri ), FRAME_ALLOC_SURFACE_TRIANGLES ); newTri->numVerts = maxVerts; newTri->numIndexes = maxIndexes; newTri->ambientCache = vertexCache.AllocVertex( NULL, ALIGN( maxVerts * sizeof( idDrawVert ), VERTEX_CACHE_ALIGN ) ); newTri->indexCache = vertexCache.AllocIndex( NULL, ALIGN( maxIndexes * sizeof( triIndex_t ), INDEX_CACHE_ALIGN ) ); idDrawVert * mappedVerts = (idDrawVert *)vertexCache.MappedVertexBuffer( newTri->ambientCache ); triIndex_t * mappedIndexes = (triIndex_t *)vertexCache.MappedIndexBuffer( newTri->indexCache ); const decalInfo_t decalInfo = material->GetDecalInfo(); const int maxTime = decalInfo.stayTime + decalInfo.fadeTime; const int time = tr.viewDef->renderView.time[0]; int numVerts = 0; int numIndexes = 0; for ( unsigned int i = firstDecal; i < nextDecal; i++ ) { const decal_t & decal = decals[i & ( MAX_DECALS - 1 )]; if ( decal.numVerts == 0 ) { if ( i == firstDecal ) { firstDecal++; } continue; } if ( decal.material != material ) { continue; } const int deltaTime = time - decal.startTime; const int fadeTime = deltaTime - decalInfo.stayTime; if ( deltaTime > maxTime ) { continue; // already completely faded away, but not yet removed } const float f = ( deltaTime > decalInfo.stayTime ) ? ( (float) fadeTime / decalInfo.fadeTime ) : 0.0f; ALIGNTYPE16 float fadeColor[4]; for ( int j = 0; j < 4; j++ ) { fadeColor[j] = 255.0f * ( decalInfo.start[j] + ( decalInfo.end[j] - decalInfo.start[j] ) * f ); } // use SIMD optimized routine to copy the vertices and indices directly to write-combined memory // this also applies any depth/time based fading while copying R_CopyDecalSurface( mappedVerts, numVerts, mappedIndexes, numIndexes, &decal, fadeColor ); numVerts += decal.numVerts; numIndexes += decal.numIndexes; } newTri->numVerts = numVerts; newTri->numIndexes = numIndexes; // create the drawsurf drawSurf_t * drawSurf = (drawSurf_t *)R_FrameAlloc( sizeof( *drawSurf ), FRAME_ALLOC_DRAW_SURFACE ); drawSurf->frontEndGeo = newTri; drawSurf->numIndexes = newTri->numIndexes; drawSurf->ambientCache = newTri->ambientCache; drawSurf->indexCache = newTri->indexCache; drawSurf->shadowCache = 0; drawSurf->jointCache = 0; drawSurf->space = space; drawSurf->scissorRect = space->scissorRect; drawSurf->extraGLState = 0; drawSurf->renderZFail = 0; R_SetupDrawSurfShader( drawSurf, material, &space->entityDef->parms ); return drawSurf; } /* ==================== idRenderModelDecal::ReadFromDemoFile ==================== */ void idRenderModelDecal::ReadFromDemoFile( idDemoFile *f ) { // FIXME: implement } /* ==================== idRenderModelDecal::WriteToDemoFile ==================== */ void idRenderModelDecal::WriteToDemoFile( idDemoFile *f ) const { // FIXME: implement }