/* =========================================================================== 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" /* This is a simple dynamic model that just creates a stretched quad between two points that faces the view, like a dynamic deform tube. */ static const char* beam_SnapshotName = "_beam_Snapshot_"; /* =============== idRenderModelBeam::IsDynamicModel =============== */ dynamicModel_t idRenderModelBeam::IsDynamicModel() const { return DM_CONTINUOUS; // regenerate for every view } /* =============== idRenderModelBeam::IsLoaded =============== */ bool idRenderModelBeam::IsLoaded() const { return true; // don't ever need to load } /* =============== idRenderModelBeam::InstantiateDynamicModel =============== */ idRenderModel* idRenderModelBeam::InstantiateDynamicModel( const struct renderEntity_s* renderEntity, const viewDef_t* viewDef, idRenderModel* cachedModel ) { idRenderModelStatic* staticModel; srfTriangles_t* tri; modelSurface_t surf; if( cachedModel ) { 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(), beam_SnapshotName ) == 0 ); staticModel = static_cast( cachedModel ); surf = *staticModel->Surface( 0 ); tri = surf.geometry; } else { staticModel = new( TAG_MODEL ) idRenderModelStatic; staticModel->InitEmpty( beam_SnapshotName ); tri = R_AllocStaticTriSurf(); R_AllocStaticTriSurfVerts( tri, 4 ); R_AllocStaticTriSurfIndexes( tri, 6 ); tri->verts[0].Clear(); tri->verts[0].SetTexCoord( 0, 0 ); tri->verts[1].Clear(); tri->verts[1].SetTexCoord( 0, 1 ); tri->verts[2].Clear(); tri->verts[2].SetTexCoord( 1, 0 ); tri->verts[3].Clear(); tri->verts[3].SetTexCoord( 1, 1 ); tri->indexes[0] = 0; tri->indexes[1] = 2; tri->indexes[2] = 1; tri->indexes[3] = 2; tri->indexes[4] = 3; tri->indexes[5] = 1; tri->numVerts = 4; tri->numIndexes = 6; surf.geometry = tri; surf.id = 0; surf.shader = tr.defaultMaterial; staticModel->AddSurface( surf ); } idVec3 target = *reinterpret_cast( &renderEntity->shaderParms[SHADERPARM_BEAM_END_X] ); // we need the view direction to project the minor axis of the tube // as the view changes idVec3 localView, localTarget; float modelMatrix[16]; R_AxisToModelMatrix( renderEntity->axis, renderEntity->origin, modelMatrix ); R_GlobalPointToLocal( modelMatrix, viewDef->renderView.vieworg, localView ); R_GlobalPointToLocal( modelMatrix, target, localTarget ); idVec3 major = localTarget; idVec3 minor; idVec3 mid = 0.5f * localTarget; idVec3 dir = mid - localView; minor.Cross( major, dir ); minor.Normalize(); if( renderEntity->shaderParms[SHADERPARM_BEAM_WIDTH] != 0.0f ) { minor *= renderEntity->shaderParms[SHADERPARM_BEAM_WIDTH] * 0.5f; } 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 ); tri->verts[0].xyz = minor; 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 = -minor; 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 = localTarget + minor; 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 = localTarget - minor; 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; } /* =============== idRenderModelBeam::Bounds =============== */ idBounds idRenderModelBeam::Bounds( const struct renderEntity_s* renderEntity ) const { idBounds b; b.Zero(); if( !renderEntity ) { b.ExpandSelf( 8.0f ); } else { idVec3 target = *reinterpret_cast( &renderEntity->shaderParms[SHADERPARM_BEAM_END_X] ); idVec3 localTarget; float modelMatrix[16]; R_AxisToModelMatrix( renderEntity->axis, renderEntity->origin, modelMatrix ); R_GlobalPointToLocal( modelMatrix, target, localTarget ); b.AddPoint( localTarget ); if( renderEntity->shaderParms[SHADERPARM_BEAM_WIDTH] != 0.0f ) { b.ExpandSelf( renderEntity->shaderParms[SHADERPARM_BEAM_WIDTH] * 0.5f ); } } return b; }