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https://github.com/id-Software/DOOM-3-BFG.git
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146 lines
5.6 KiB
C++
146 lines
5.6 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2012 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __MODELDECAL_H__
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#define __MODELDECAL_H__
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/*
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===============================================================================
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Decals are lightweight primitives for bullet / blood marks on static
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geometry. Decals with common materials will be merged together, but
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additional decals will be allocated as needed. The material should not
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be one that receives lighting, because no interactions are generated
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for these lightweight surfaces.
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FIXME: Decals on models in portalled off areas do not get freed
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until the area becomes visible again.
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===============================================================================
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*/
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static const int NUM_DECAL_BOUNDING_PLANES = 6;
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#ifdef ID_PC
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static const int MAX_DEFERRED_DECALS = 8;
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static const int DEFFERED_DECAL_TIMEOUT = 1000; // don't create a decal if it wasn't visible within the first second
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static const int MAX_DECALS = 64;
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#else
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static const int MAX_DEFERRED_DECALS = 4;
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static const int DEFFERED_DECAL_TIMEOUT = 200; // don't create a decal if it wasn't visible within the first 200 milliseconds
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static const int MAX_DECALS = 32;
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#endif
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static const int MAX_DECAL_VERTS = 3 + NUM_DECAL_BOUNDING_PLANES + 3 + 6; // 3 triangle verts clipped NUM_DECAL_BOUNDING_PLANES + 3 times (plus 6 for safety)
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static const int MAX_DECAL_INDEXES = ( MAX_DECAL_VERTS - 2 ) * 3;
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compile_time_assert( CONST_ISPOWEROFTWO( MAX_DECALS ) );
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// the max indices must be a multiple of 2 for copying indices to write-combined memory
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compile_time_assert( ( ( MAX_DECAL_INDEXES* sizeof( triIndex_t ) ) & 15 ) == 0 );
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struct decalProjectionParms_t
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{
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idPlane boundingPlanes[NUM_DECAL_BOUNDING_PLANES];
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idPlane fadePlanes[2];
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idPlane textureAxis[2];
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idVec3 projectionOrigin;
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idBounds projectionBounds;
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const idMaterial* material;
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float fadeDepth;
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int startTime;
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bool parallel;
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bool force;
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};
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// RB begin
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#if defined(_WIN32)
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ALIGNTYPE16 struct decal_t
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#else
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struct decal_t
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#endif
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{
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ALIGNTYPE16 idDrawVert verts[MAX_DECAL_VERTS];
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ALIGNTYPE16 triIndex_t indexes[MAX_DECAL_INDEXES];
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float vertDepthFade[MAX_DECAL_VERTS];
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int numVerts;
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int numIndexes;
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int startTime;
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const idMaterial* material;
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}
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#if !defined(_WIN32)
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ALIGNTYPE16
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#endif
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// RB end
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;
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class idRenderModelDecal
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{
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public:
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idRenderModelDecal();
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~idRenderModelDecal();
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// Creates decal projection parameters.
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static bool CreateProjectionParms( decalProjectionParms_t& parms, const idFixedWinding& winding, const idVec3& projectionOrigin, const bool parallel, const float fadeDepth, const idMaterial* material, const int startTime );
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// Transform the projection parameters from global space to local.
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static void GlobalProjectionParmsToLocal( decalProjectionParms_t& localParms, const decalProjectionParms_t& globalParms, const idVec3& origin, const idMat3& axis );
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// clear the model for reuse
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void ReUse();
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// Save the parameters for the renderer front-end to actually create the decal.
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void AddDeferredDecal( const decalProjectionParms_t& localParms );
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// Creates a decal on the given model.
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void CreateDeferredDecals( const idRenderModel* model );
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// Remove decals that are completely faded away.
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void RemoveFadedDecals( int time );
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unsigned int GetNumDecalDrawSurfs();
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struct drawSurf_t* CreateDecalDrawSurf( const struct viewEntity_t* space, unsigned int index );
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void ReadFromDemoFile( class idDemoFile* f );
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void WriteToDemoFile( class idDemoFile* f ) const;
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private:
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decal_t decals[MAX_DECALS];
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unsigned int firstDecal;
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unsigned int nextDecal;
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decalProjectionParms_t deferredDecals[MAX_DEFERRED_DECALS];
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unsigned int firstDeferredDecal;
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unsigned int nextDeferredDecal;
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const idMaterial* decalMaterials[MAX_DECALS];
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unsigned int numDecalMaterials;
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void CreateDecalFromWinding( const idWinding& w, const idMaterial* decalMaterial, const idPlane fadePlanes[2], float fadeDepth, int startTime );
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void CreateDecal( const idRenderModel* model, const decalProjectionParms_t& localParms );
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};
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#endif /* !__MODELDECAL_H__ */
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