doom3-bfg/neo/renderer/Model_sprite.cpp

206 lines
6 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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<idRenderModelStatic*>( cachedModel ) != NULL );
assert( idStr::Icmp( cachedModel->Name(), sprite_SnapshotName ) == 0 );
staticModel = static_cast<idRenderModelStatic*>( 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;
}