mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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87 lines
3.1 KiB
C++
87 lines
3.1 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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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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struct guiModelSurface_t {
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const idMaterial * material;
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uint64 glState;
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int firstIndex;
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int numIndexes;
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stereoDepthType_t stereoType;
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};
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class idRenderMatrix;
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class idGuiModel {
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public:
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idGuiModel();
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void Clear();
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void WriteToDemo( idDemoFile * demo );
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void ReadFromDemo( idDemoFile * demo );
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// allocates memory for verts and indexes in frame-temporary buffer memory
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void BeginFrame();
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void EmitToCurrentView( float modelMatrix[16], bool depthHack );
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void EmitFullScreen();
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// the returned pointer will be in write-combined memory, so only make contiguous
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// 32 bit writes and never read from it.
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idDrawVert * AllocTris( int numVerts, const triIndex_t * indexes, int numIndexes, const idMaterial * material,
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const uint64 glState, const stereoDepthType_t stereoType );
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//---------------------------
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private:
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void AdvanceSurf();
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void EmitSurfaces( float modelMatrix[16], float modelViewMatrix[16],
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bool depthHack, bool allowFullScreenStereoDepth, bool linkAsEntity );
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guiModelSurface_t * surf;
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float shaderParms[ MAX_ENTITY_SHADER_PARMS ];
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static const float STEREO_DEPTH_NEAR;
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static const float STEREO_DEPTH_MID;
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static const float STEREO_DEPTH_FAR;
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// if we exceed these limits we stop rendering GUI surfaces
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static const int MAX_INDEXES = ( 20000 * 6 );
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static const int MAX_VERTS = ( 20000 * 4 );
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vertCacheHandle_t vertexBlock;
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vertCacheHandle_t indexBlock;
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idDrawVert * vertexPointer;
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triIndex_t * indexPointer;
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int numVerts;
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int numIndexes;
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idList<guiModelSurface_t, TAG_MODEL> surfaces;
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};
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