/*
===========================================================================
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.
===========================================================================
*/
struct guiModelSurface_t
{
const idMaterial* material;
uint64 glState;
int firstIndex;
int numIndexes;
stereoDepthType_t stereoType;
};
class idRenderMatrix;
class idGuiModel
{
public:
idGuiModel();
void Clear();
void WriteToDemo( idDemoFile* demo );
void ReadFromDemo( idDemoFile* demo );
// allocates memory for verts and indexes in frame-temporary buffer memory
void BeginFrame();
void EmitToCurrentView( float modelMatrix[16], bool depthHack );
void EmitFullScreen();
// the returned pointer will be in write-combined memory, so only make contiguous
// 32 bit writes and never read from it.
idDrawVert* AllocTris( int numVerts, const triIndex_t* indexes, int numIndexes, const idMaterial* material,
const uint64 glState, const stereoDepthType_t stereoType );
//---------------------------
private:
void AdvanceSurf();
void EmitSurfaces( float modelMatrix[16], float modelViewMatrix[16],
bool depthHack, bool allowFullScreenStereoDepth, bool linkAsEntity );
guiModelSurface_t* surf;
float shaderParms[ MAX_ENTITY_SHADER_PARMS ];
static const float STEREO_DEPTH_NEAR;
static const float STEREO_DEPTH_MID;
static const float STEREO_DEPTH_FAR;
// if we exceed these limits we stop rendering GUI surfaces
static const int MAX_INDEXES = ( 20000 * 6 );
static const int MAX_VERTS = ( 20000 * 4 );
vertCacheHandle_t vertexBlock;
vertCacheHandle_t indexBlock;
idDrawVert* vertexPointer;
triIndex_t* indexPointer;
int numVerts;
int numIndexes;
idList surfaces;
};