doom3-bfg/neo/renderer/Model_liquid.cpp

607 lines
13 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"
#define LIQUID_MAX_SKIP_FRAMES 5
#define LIQUID_MAX_TYPES 3
/*
====================
idRenderModelLiquid::idRenderModelLiquid
====================
*/
idRenderModelLiquid::idRenderModelLiquid()
{
verts_x = 32;
verts_y = 32;
scale_x = 256.0f;
scale_y = 256.0f;
liquid_type = 0;
density = 0.97f;
drop_height = 4;
drop_radius = 4;
drop_delay = 1000;
shader = declManager->FindMaterial( NULL );
update_tics = 33; // ~30 hz
time = 0;
seed = 0;
random.SetSeed( 0 );
}
/*
====================
idRenderModelLiquid::GenerateSurface
====================
*/
modelSurface_t idRenderModelLiquid::GenerateSurface( float lerp )
{
srfTriangles_t* tri;
int i, base;
idDrawVert* vert;
modelSurface_t surf;
float inv_lerp;
inv_lerp = 1.0f - lerp;
vert = verts.Ptr();
for( i = 0; i < verts.Num(); i++, vert++ )
{
vert->xyz.z = page1[ i ] * lerp + page2[ i ] * inv_lerp;
}
tr.pc.c_deformedSurfaces++;
tr.pc.c_deformedVerts += deformInfo->numOutputVerts;
tr.pc.c_deformedIndexes += deformInfo->numIndexes;
tri = R_AllocStaticTriSurf();
// note that some of the data is references, and should not be freed
tri->referencedIndexes = true;
tri->numIndexes = deformInfo->numIndexes;
tri->indexes = deformInfo->indexes;
tri->silIndexes = deformInfo->silIndexes;
tri->numMirroredVerts = deformInfo->numMirroredVerts;
tri->mirroredVerts = deformInfo->mirroredVerts;
tri->numDupVerts = deformInfo->numDupVerts;
tri->dupVerts = deformInfo->dupVerts;
tri->numSilEdges = deformInfo->numSilEdges;
tri->silEdges = deformInfo->silEdges;
tri->numVerts = deformInfo->numOutputVerts;
R_AllocStaticTriSurfVerts( tri, tri->numVerts );
SIMDProcessor->Memcpy( tri->verts, verts.Ptr(), deformInfo->numSourceVerts * sizeof( tri->verts[0] ) );
// replicate the mirror seam vertexes
base = deformInfo->numOutputVerts - deformInfo->numMirroredVerts;
for( i = 0 ; i < deformInfo->numMirroredVerts ; i++ )
{
tri->verts[base + i] = tri->verts[deformInfo->mirroredVerts[i]];
}
R_BoundTriSurf( tri );
surf.geometry = tri;
surf.shader = shader;
return surf;
}
/*
====================
idRenderModelLiquid::WaterDrop
====================
*/
void idRenderModelLiquid::WaterDrop( int x, int y, float* page )
{
int cx, cy;
int left, top, right, bottom;
int square;
int radsquare = drop_radius * drop_radius;
float invlength = 1.0f / ( float )radsquare;
float dist;
if( x < 0 )
{
x = 1 + drop_radius + random.RandomInt( verts_x - 2 * drop_radius - 1 );
}
if( y < 0 )
{
y = 1 + drop_radius + random.RandomInt( verts_y - 2 * drop_radius - 1 );
}
left = -drop_radius;
right = drop_radius;
top = -drop_radius;
bottom = drop_radius;
// Perform edge clipping...
if( x - drop_radius < 1 )
{
left -= ( x - drop_radius - 1 );
}
if( y - drop_radius < 1 )
{
top -= ( y - drop_radius - 1 );
}
if( x + drop_radius > verts_x - 1 )
{
right -= ( x + drop_radius - verts_x + 1 );
}
if( y + drop_radius > verts_y - 1 )
{
bottom -= ( y + drop_radius - verts_y + 1 );
}
for( cy = top; cy < bottom; cy++ )
{
for( cx = left; cx < right; cx++ )
{
square = cy * cy + cx * cx;
if( square < radsquare )
{
dist = idMath::Sqrt( ( float )square * invlength );
page[verts_x * ( cy + y ) + cx + x] += idMath::Cos16( dist * idMath::PI * 0.5f ) * drop_height;
}
}
}
}
/*
====================
idRenderModelLiquid::IntersectBounds
====================
*/
void idRenderModelLiquid::IntersectBounds( const idBounds& bounds, float displacement )
{
int cx, cy;
int left, top, right, bottom;
float up, down;
float* pos;
left = ( int )( bounds[ 0 ].x / scale_x );
right = ( int )( bounds[ 1 ].x / scale_x );
top = ( int )( bounds[ 0 ].y / scale_y );
bottom = ( int )( bounds[ 1 ].y / scale_y );
down = bounds[ 0 ].z;
up = bounds[ 1 ].z;
if( ( right < 1 ) || ( left >= verts_x ) || ( bottom < 1 ) || ( top >= verts_x ) )
{
return;
}
// Perform edge clipping...
if( left < 1 )
{
left = 1;
}
if( right >= verts_x )
{
right = verts_x - 1;
}
if( top < 1 )
{
top = 1;
}
if( bottom >= verts_y )
{
bottom = verts_y - 1;
}
for( cy = top; cy < bottom; cy++ )
{
for( cx = left; cx < right; cx++ )
{
pos = &page1[ verts_x * cy + cx ];
if( *pos > down ) //&& ( *pos < up ) ) {
{
*pos = down;
}
}
}
}
/*
====================
idRenderModelLiquid::Update
====================
*/
void idRenderModelLiquid::Update()
{
int x, y;
float* p2;
float* p1;
float value;
time += update_tics;
SwapValues( page1, page2 );
if( time > nextDropTime )
{
WaterDrop( -1, -1, page2 );
nextDropTime = time + drop_delay;
}
else if( time < nextDropTime - drop_delay )
{
nextDropTime = time + drop_delay;
}
p1 = page1;
p2 = page2;
switch( liquid_type )
{
case 0 :
for( y = 1; y < verts_y - 1; y++ )
{
p2 += verts_x;
p1 += verts_x;
for( x = 1; x < verts_x - 1; x++ )
{
value =
( p2[ x + verts_x ] +
p2[ x - verts_x ] +
p2[ x + 1 ] +
p2[ x - 1 ] +
p2[ x - verts_x - 1 ] +
p2[ x - verts_x + 1 ] +
p2[ x + verts_x - 1 ] +
p2[ x + verts_x + 1 ] +
p2[ x ] ) * ( 2.0f / 9.0f ) -
p1[ x ];
p1[ x ] = value * density;
}
}
break;
case 1 :
for( y = 1; y < verts_y - 1; y++ )
{
p2 += verts_x;
p1 += verts_x;
for( x = 1; x < verts_x - 1; x++ )
{
value =
( p2[ x + verts_x ] +
p2[ x - verts_x ] +
p2[ x + 1 ] +
p2[ x - 1 ] +
p2[ x - verts_x - 1 ] +
p2[ x - verts_x + 1 ] +
p2[ x + verts_x - 1 ] +
p2[ x + verts_x + 1 ] ) * 0.25f -
p1[ x ];
p1[ x ] = value * density;
}
}
break;
case 2 :
for( y = 1; y < verts_y - 1; y++ )
{
p2 += verts_x;
p1 += verts_x;
for( x = 1; x < verts_x - 1; x++ )
{
value =
( p2[ x + verts_x ] +
p2[ x - verts_x ] +
p2[ x + 1 ] +
p2[ x - 1 ] +
p2[ x - verts_x - 1 ] +
p2[ x - verts_x + 1 ] +
p2[ x + verts_x - 1 ] +
p2[ x + verts_x + 1 ] +
p2[ x ] ) * ( 1.0f / 9.0f );
p1[ x ] = value * density;
}
}
break;
}
}
/*
====================
idRenderModelLiquid::Reset
====================
*/
void idRenderModelLiquid::Reset()
{
int i, x, y;
if( pages.Num() < 2 * verts_x * verts_y )
{
return;
}
nextDropTime = 0;
time = 0;
random.SetSeed( seed );
page1 = pages.Ptr();
page2 = page1 + verts_x * verts_y;
for( i = 0, y = 0; y < verts_y; y++ )
{
for( x = 0; x < verts_x; x++, i++ )
{
page1[ i ] = 0.0f;
page2[ i ] = 0.0f;
verts[ i ].xyz.z = 0.0f;
}
}
}
/*
====================
idRenderModelLiquid::InitFromFile
====================
*/
void idRenderModelLiquid::InitFromFile( const char* fileName )
{
int i, x, y;
idToken token;
idParser parser( LEXFL_ALLOWPATHNAMES | LEXFL_NOSTRINGESCAPECHARS );
idList<int> tris;
float size_x, size_y;
float rate;
name = fileName;
if( !parser.LoadFile( fileName ) )
{
MakeDefaultModel();
return;
}
size_x = scale_x * verts_x;
size_y = scale_y * verts_y;
while( parser.ReadToken( &token ) )
{
if( !token.Icmp( "seed" ) )
{
seed = parser.ParseInt();
}
else if( !token.Icmp( "size_x" ) )
{
size_x = parser.ParseFloat();
}
else if( !token.Icmp( "size_y" ) )
{
size_y = parser.ParseFloat();
}
else if( !token.Icmp( "verts_x" ) )
{
verts_x = parser.ParseFloat();
if( verts_x < 2 )
{
parser.Warning( "Invalid # of verts. Using default model." );
MakeDefaultModel();
return;
}
}
else if( !token.Icmp( "verts_y" ) )
{
verts_y = parser.ParseFloat();
if( verts_y < 2 )
{
parser.Warning( "Invalid # of verts. Using default model." );
MakeDefaultModel();
return;
}
}
else if( !token.Icmp( "liquid_type" ) )
{
liquid_type = parser.ParseInt() - 1;
if( ( liquid_type < 0 ) || ( liquid_type >= LIQUID_MAX_TYPES ) )
{
parser.Warning( "Invalid liquid_type. Using default model." );
MakeDefaultModel();
return;
}
}
else if( !token.Icmp( "density" ) )
{
density = parser.ParseFloat();
}
else if( !token.Icmp( "drop_height" ) )
{
drop_height = parser.ParseFloat();
}
else if( !token.Icmp( "drop_radius" ) )
{
drop_radius = parser.ParseInt();
}
else if( !token.Icmp( "drop_delay" ) )
{
drop_delay = SEC2MS( parser.ParseFloat() );
}
else if( !token.Icmp( "shader" ) )
{
parser.ReadToken( &token );
shader = declManager->FindMaterial( token );
}
else if( !token.Icmp( "update_rate" ) )
{
rate = parser.ParseFloat();
if( ( rate <= 0.0f ) || ( rate > 60.0f ) )
{
parser.Warning( "Invalid update_rate. Must be between 0 and 60. Using default model." );
MakeDefaultModel();
return;
}
update_tics = 1000 / rate;
}
else
{
parser.Warning( "Unknown parameter '%s'. Using default model.", token.c_str() );
MakeDefaultModel();
return;
}
}
scale_x = size_x / ( verts_x - 1 );
scale_y = size_y / ( verts_y - 1 );
pages.SetNum( 2 * verts_x * verts_y );
page1 = pages.Ptr();
page2 = page1 + verts_x * verts_y;
verts.SetNum( verts_x * verts_y );
for( i = 0, y = 0; y < verts_y; y++ )
{
for( x = 0; x < verts_x; x++, i++ )
{
page1[ i ] = 0.0f;
page2[ i ] = 0.0f;
verts[ i ].Clear();
verts[ i ].xyz.Set( x * scale_x, y * scale_y, 0.0f );
verts[ i ].SetTexCoord( ( float ) x / ( float )( verts_x - 1 ), ( float ) - y / ( float )( verts_y - 1 ) );
}
}
tris.SetNum( ( verts_x - 1 ) * ( verts_y - 1 ) * 6 );
for( i = 0, y = 0; y < verts_y - 1; y++ )
{
for( x = 1; x < verts_x; x++, i += 6 )
{
tris[ i + 0 ] = y * verts_x + x;
tris[ i + 1 ] = y * verts_x + x - 1;
tris[ i + 2 ] = ( y + 1 ) * verts_x + x - 1;
tris[ i + 3 ] = ( y + 1 ) * verts_x + x - 1;
tris[ i + 4 ] = ( y + 1 ) * verts_x + x;
tris[ i + 5 ] = y * verts_x + x;
}
}
// build the information that will be common to all animations of this mesh:
// sil edge connectivity and normal / tangent generation information
deformInfo = R_BuildDeformInfo( verts.Num(), verts.Ptr(), tris.Num(), tris.Ptr(), true );
bounds.Clear();
bounds.AddPoint( idVec3( 0.0f, 0.0f, drop_height * -10.0f ) );
bounds.AddPoint( idVec3( ( verts_x - 1 ) * scale_x, ( verts_y - 1 ) * scale_y, drop_height * 10.0f ) );
// set the timestamp for reloadmodels
fileSystem->ReadFile( name, NULL, &timeStamp );
Reset();
}
/*
====================
idRenderModelLiquid::InstantiateDynamicModel
====================
*/
idRenderModel* idRenderModelLiquid::InstantiateDynamicModel( const struct renderEntity_s* ent, const viewDef_t* view, idRenderModel* cachedModel )
{
idRenderModelStatic* staticModel;
int frames;
int t;
float lerp;
if( cachedModel )
{
delete cachedModel;
cachedModel = NULL;
}
if( !deformInfo )
{
return NULL;
}
if( !view )
{
t = 0;
}
else
{
t = view->renderView.time[0];
}
// update the liquid model
frames = ( t - time ) / update_tics;
if( frames > LIQUID_MAX_SKIP_FRAMES )
{
// don't let time accumalate when skipping frames
time += update_tics * ( frames - LIQUID_MAX_SKIP_FRAMES );
frames = LIQUID_MAX_SKIP_FRAMES;
}
while( frames > 0 )
{
Update();
frames--;
}
// create the surface
lerp = ( float )( t - time ) / ( float )update_tics;
modelSurface_t surf = GenerateSurface( lerp );
staticModel = new( TAG_MODEL ) idRenderModelStatic;
staticModel->AddSurface( surf );
staticModel->bounds = surf.geometry->bounds;
return staticModel;
}
/*
====================
idRenderModelLiquid::IsDynamicModel
====================
*/
dynamicModel_t idRenderModelLiquid::IsDynamicModel() const
{
return DM_CONTINUOUS;
}
/*
====================
idRenderModelLiquid::Bounds
====================
*/
idBounds idRenderModelLiquid::Bounds( const struct renderEntity_s* ent ) const
{
// FIXME: need to do this better
return bounds;
}