doom3-bfg/neo/renderer/RenderEntity.cpp
2019-11-11 20:27:44 +01:00

362 lines
9.6 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2014-2016 Robert Beckebans
Copyright (C) 2014-2016 Kot in Action Creative Artel
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 "RenderCommon.h"
idRenderEntityLocal::idRenderEntityLocal()
{
memset( &parms, 0, sizeof( parms ) );
memset( modelMatrix, 0, sizeof( modelMatrix ) );
world = NULL;
index = 0;
lastModifiedFrameNum = 0;
archived = false;
dynamicModel = NULL;
dynamicModelFrameCount = 0;
cachedDynamicModel = NULL;
localReferenceBounds = bounds_zero;
globalReferenceBounds = bounds_zero;
viewCount = 0;
viewEntity = NULL;
decals = NULL;
overlays = NULL;
entityRefs = NULL;
firstInteraction = NULL;
lastInteraction = NULL;
needsPortalSky = false;
}
void idRenderEntityLocal::FreeRenderEntity()
{
}
void idRenderEntityLocal::UpdateRenderEntity( const renderEntity_t* re, bool forceUpdate )
{
}
void idRenderEntityLocal::GetRenderEntity( renderEntity_t* re )
{
}
void idRenderEntityLocal::ForceUpdate()
{
}
int idRenderEntityLocal::GetIndex()
{
return index;
}
void idRenderEntityLocal::ProjectOverlay( const idPlane localTextureAxis[2], const idMaterial* material )
{
}
void idRenderEntityLocal::RemoveDecals()
{
}
//======================================================================
idRenderLightLocal::idRenderLightLocal()
{
memset( &parms, 0, sizeof( parms ) );
memset( lightProject, 0, sizeof( lightProject ) );
lightHasMoved = false;
world = NULL;
index = 0;
areaNum = 0;
lastModifiedFrameNum = 0;
archived = false;
lightShader = NULL;
falloffImage = NULL;
globalLightOrigin = vec3_zero;
viewCount = 0;
viewLight = NULL;
references = NULL;
foggedPortals = NULL;
firstInteraction = NULL;
lastInteraction = NULL;
baseLightProject.Zero();
inverseBaseLightProject.Zero();
}
void idRenderLightLocal::FreeRenderLight()
{
}
void idRenderLightLocal::UpdateRenderLight( const renderLight_t* re, bool forceUpdate )
{
}
void idRenderLightLocal::GetRenderLight( renderLight_t* re )
{
}
void idRenderLightLocal::ForceUpdate()
{
}
int idRenderLightLocal::GetIndex()
{
return index;
}
//======================================================================
RenderEnvprobeLocal::RenderEnvprobeLocal()
{
memset( &parms, 0, sizeof( parms ) );
envprobeHasMoved = false;
world = NULL;
index = 0;
areaNum = 0;
lastModifiedFrameNum = 0;
archived = false;
references = NULL;
}
void RenderEnvprobeLocal::FreeRenderEnvprobe()
{
}
void RenderEnvprobeLocal::UpdateRenderEnvprobe( const renderEnvironmentProbe_t* ep, bool forceUpdate )
{
}
void RenderEnvprobeLocal::GetRenderEnvprobe( renderEnvironmentProbe_t* ep )
{
}
void RenderEnvprobeLocal::ForceUpdate()
{
}
int RenderEnvprobeLocal::GetIndex()
{
return index;
}
void idRenderEntityLocal::ReadFromDemoFile( class idDemoFile* f )
{
int i;
renderEntity_t ent;
/* Initialize Pointers */
decals = NULL;
overlays = NULL;
dynamicModel = NULL;
ent.referenceShader = NULL;
ent.referenceSound = NULL;
ent.hModel = NULL;
ent.customSkin = NULL;
ent.customShader = NULL;
ent.joints = NULL;
ent.callback = NULL;
ent.callbackData = NULL;
ent.remoteRenderView = NULL;
f->ReadInt( index );
f->ReadInt( dynamicModelFrameCount );
f->ReadInt( ent.entityNum );
f->ReadInt( ent.bodyId );
f->ReadVec3( ent.bounds[ 0 ] );
f->ReadVec3( ent.bounds[ 1 ] );
f->ReadInt( ent.suppressSurfaceInViewID );
f->ReadInt( ent.suppressShadowInViewID );
f->ReadInt( ent.suppressShadowInLightID );
f->ReadInt( ent.allowSurfaceInViewID );
f->ReadVec3( ent.origin );
f->ReadMat3( ent.axis );
for( i = 0; i < MAX_ENTITY_SHADER_PARMS; i++ )
{
f->ReadFloat( ent.shaderParms[ i ] );
}
for( i = 0; i < MAX_RENDERENTITY_GUI; i++ )
{
f->ReadInt( ( int& )ent.gui[ i ] );
ent.gui[ i ] = NULL;
}
f->ReadInt( i ); //( int& )ent.remoteRenderView
f->ReadInt( ent.numJoints );
f->ReadFloat( ent.modelDepthHack );
f->ReadBool( ent.noSelfShadow );
f->ReadBool( ent.noShadow );
f->ReadBool( ent.noOverlays );
f->ReadBool( ent.noDynamicInteractions );
f->ReadBool( ent.weaponDepthHack );
f->ReadInt( ent.forceUpdate );
const char* declName = NULL;
declName = f->ReadHashString();
ent.customShader = ( declName[ 0 ] != 0 ) ? declManager->FindMaterial( declName ) : NULL;
declName = f->ReadHashString();
ent.referenceShader = ( declName[ 0 ] != 0 ) ? declManager->FindMaterial( declName ) : NULL;
declName = f->ReadHashString();
ent.customSkin = ( declName[ 0 ] != 0 ) ? declManager->FindSkin( declName ) : NULL;
int soundIndex = -1;
f->ReadInt( soundIndex );
ent.referenceSound = soundIndex != -1 ? common->SW()->EmitterForIndex( soundIndex ) : NULL;
const char* mdlName = f->ReadHashString();
ent.hModel = ( mdlName[ 0 ] != 0 ) ? renderModelManager->FindModel( mdlName ) : NULL;
/*if( ent.hModel != NULL )
{
bool dynamicModel = false;
f->ReadBool( dynamicModel );
if( dynamicModel )
{
ent.hModel->ReadFromDemoFile( f );
}
}*/
if( ent.numJoints > 0 )
{
ent.joints = ( idJointMat* )Mem_Alloc16( SIMD_ROUND_JOINTS( ent.numJoints ) * sizeof( ent.joints[ 0 ] ), TAG_JOINTMAT );
for( int i = 0; i < ent.numJoints; i++ )
{
float* data = ent.joints[ i ].ToFloatPtr();
for( int j = 0; j < 12; ++j )
{
f->ReadFloat( data[ j ] );
}
}
SIMD_INIT_LAST_JOINT( ent.joints, ent.numJoints );
}
f->ReadInt( ent.timeGroup );
f->ReadInt( ent.xrayIndex );
/*
f->ReadInt( i );
if( i ) {
ent.overlays = idRenderModelOverlay::Alloc();
ent.overlays->ReadFromDemoFile( f->Read );
}
*/
world->UpdateEntityDef( index, &ent );
for( i = 0; i < MAX_RENDERENTITY_GUI; i++ )
{
if( parms.gui[ i ] )
{
parms.gui[ i ] = uiManager->Alloc();
#ifdef WRITE_GUIS
parms.gui[ i ]->ReadFromDemoFile( f->Read );
#endif
}
}
if( r_showDemo.GetBool() )
{
common->Printf( "DC_UPDATE_ENTITYDEF: %i = %s\n", index, parms.hModel ? parms.hModel->Name() : "NULL" );
}
}
void idRenderEntityLocal::WriteToDemoFile( class idDemoFile* f ) const
{
f->WriteInt( index );
f->WriteInt( dynamicModelFrameCount );
f->WriteInt( parms.entityNum );
f->WriteInt( parms.bodyId );
f->WriteVec3( parms.bounds[ 0 ] );
f->WriteVec3( parms.bounds[ 1 ] );
f->WriteInt( parms.suppressSurfaceInViewID );
f->WriteInt( parms.suppressShadowInViewID );
f->WriteInt( parms.suppressShadowInLightID );
f->WriteInt( parms.allowSurfaceInViewID );
f->WriteVec3( parms.origin );
f->WriteMat3( parms.axis );
for( int i = 0; i < MAX_ENTITY_SHADER_PARMS; i++ )
{
f->WriteFloat( parms.shaderParms[ i ] );
}
for( int i = 0; i < MAX_RENDERENTITY_GUI; i++ )
{
f->WriteInt( ( int& )parms.gui[ i ] );
}
f->WriteInt( ( int& )parms.remoteRenderView );
f->WriteInt( parms.numJoints );
f->WriteFloat( parms.modelDepthHack );
f->WriteBool( parms.noSelfShadow );
f->WriteBool( parms.noShadow );
f->WriteBool( parms.noOverlays );
f->WriteBool( parms.noDynamicInteractions );
f->WriteBool( parms.weaponDepthHack );
f->WriteInt( parms.forceUpdate );
f->WriteHashString( parms.customShader ? parms.customShader->GetName() : "" );
f->WriteHashString( parms.referenceShader ? parms.referenceShader->GetName() : "" );
f->WriteHashString( parms.customSkin ? parms.customSkin->GetName() : "" );
f->WriteInt( parms.referenceSound ? parms.referenceSound->Index() : -1 );
f->WriteHashString( parms.hModel ? parms.hModel->Name() : "" );
/*if( parms.hModel )
{
f->WriteBool( parms.hModel->ModelDynamicallyGenerated() ? true : false );
if( parms.hModel->ModelDynamicallyGenerated() )
{
parms.hModel->WriteToDemoFile( f );
}
}*/
for( int i = 0; i < parms.numJoints; i++ )
{
float* data = parms.joints[ i ].ToFloatPtr();
for( int j = 0; j < 12; ++j )
{
f->WriteFloat( data[ j ] );
}
}
// RENDERDEMO_VERSION >= 2 ( Doom3 1.2 )
f->WriteInt( parms.timeGroup );
f->WriteInt( parms.xrayIndex );
#ifdef WRITE_GUIS
for( i = 0; i < MAX_RENDERENTITY_GUI; i++ )
{
if( parms.gui[ i ] )
{
f->WriteInt( 1 );
parms.gui[ i ]->WriteToDemoFile( f );
}
else
{
f->WriteInt( 0 );
}
}
#endif
if( r_showDemo.GetBool() )
{
common->Printf( "write DC_UPDATE_ENTITYDEF: %i = %s\n", index, parms.hModel ? parms.hModel->Name() : "NULL" );
}
}