mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 21:21:27 +00:00
267 lines
7.9 KiB
C++
267 lines
7.9 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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#pragma hdrstop
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#include "precompiled.h"
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#include "tr_local.h"
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#include "Model_local.h"
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/*
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==========================================================================================
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GUI SURFACES
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==========================================================================================
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*/
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/*
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================
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R_SurfaceToTextureAxis
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Calculates two axis for the surface such that a point dotted against
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the axis will give a 0.0 to 1.0 range in S and T when inside the gui surface
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================
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*/
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void R_SurfaceToTextureAxis( const srfTriangles_t* tri, idVec3& origin, idVec3 axis[3] )
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{
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// find the bounds of the texture
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idVec2 boundsMin( 999999.0f, 999999.0f );
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idVec2 boundsMax( -999999.0f, -999999.0f );
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for( int i = 0 ; i < tri->numVerts ; i++ )
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{
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const idVec2 uv = tri->verts[i].GetTexCoord();
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boundsMin.x = Min( uv.x, boundsMin.x );
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boundsMax.x = Max( uv.x, boundsMax.x );
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boundsMin.y = Min( uv.y, boundsMin.y );
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boundsMax.y = Max( uv.y, boundsMax.y );
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}
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// use the floor of the midpoint as the origin of the
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// surface, which will prevent a slight misalignment
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// from throwing it an entire cycle off
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const idVec2 boundsOrg( floor( ( boundsMin.x + boundsMax.x ) * 0.5f ), floor( ( boundsMin.y + boundsMax.y ) * 0.5f ) );
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// determine the world S and T vectors from the first drawSurf triangle
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const idJointMat* joints = ( tri->staticModelWithJoints != NULL && r_useGPUSkinning.GetBool() ) ? tri->staticModelWithJoints->jointsInverted : NULL;
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const idVec3 aXYZ = idDrawVert::GetSkinnedDrawVertPosition( tri->verts[ tri->indexes[0] ], joints );
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const idVec3 bXYZ = idDrawVert::GetSkinnedDrawVertPosition( tri->verts[ tri->indexes[1] ], joints );
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const idVec3 cXYZ = idDrawVert::GetSkinnedDrawVertPosition( tri->verts[ tri->indexes[2] ], joints );
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const idVec2 aST = tri->verts[ tri->indexes[0] ].GetTexCoord();
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const idVec2 bST = tri->verts[ tri->indexes[1] ].GetTexCoord();
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const idVec2 cST = tri->verts[ tri->indexes[2] ].GetTexCoord();
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float d0[5];
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d0[0] = bXYZ[0] - aXYZ[0];
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d0[1] = bXYZ[1] - aXYZ[1];
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d0[2] = bXYZ[2] - aXYZ[2];
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d0[3] = bST.x - aST.x;
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d0[4] = bST.y - aST.y;
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float d1[5];
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d1[0] = cXYZ[0] - aXYZ[0];
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d1[1] = cXYZ[1] - aXYZ[1];
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d1[2] = cXYZ[2] - aXYZ[2];
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d1[3] = cST.x - aST.x;
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d1[4] = cST.y - aST.y;
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const float area = d0[3] * d1[4] - d0[4] * d1[3];
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if( area == 0.0f )
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{
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axis[0].Zero();
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axis[1].Zero();
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axis[2].Zero();
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return; // degenerate
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}
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const float inva = 1.0f / area;
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axis[0][0] = ( d0[0] * d1[4] - d0[4] * d1[0] ) * inva;
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axis[0][1] = ( d0[1] * d1[4] - d0[4] * d1[1] ) * inva;
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axis[0][2] = ( d0[2] * d1[4] - d0[4] * d1[2] ) * inva;
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axis[1][0] = ( d0[3] * d1[0] - d0[0] * d1[3] ) * inva;
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axis[1][1] = ( d0[3] * d1[1] - d0[1] * d1[3] ) * inva;
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axis[1][2] = ( d0[3] * d1[2] - d0[2] * d1[3] ) * inva;
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idPlane plane;
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plane.FromPoints( aXYZ, bXYZ, cXYZ );
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axis[2][0] = plane[0];
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axis[2][1] = plane[1];
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axis[2][2] = plane[2];
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// take point 0 and project the vectors to the texture origin
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VectorMA( aXYZ, boundsOrg.x - aST.x, axis[0], origin );
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VectorMA( origin, boundsOrg.y - aST.y, axis[1], origin );
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}
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/*
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=================
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R_RenderGuiSurf
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Create a texture space on the given surface and
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call the GUI generator to create quads for it.
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=================
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*/
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static void R_RenderGuiSurf( idUserInterface* gui, const drawSurf_t* drawSurf )
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{
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SCOPED_PROFILE_EVENT( "R_RenderGuiSurf" );
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// for testing the performance hit
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if( r_skipGuiShaders.GetInteger() == 1 )
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{
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return;
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}
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// don't allow an infinite recursion loop
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if( tr.guiRecursionLevel == 4 )
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{
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return;
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}
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tr.pc.c_guiSurfs++;
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// create the new matrix to draw on this surface
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idVec3 origin, axis[3];
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R_SurfaceToTextureAxis( drawSurf->frontEndGeo, origin, axis );
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float guiModelMatrix[16];
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float modelMatrix[16];
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guiModelMatrix[0 * 4 + 0] = axis[0][0] * ( 1.0f / 640.0f );
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guiModelMatrix[1 * 4 + 0] = axis[1][0] * ( 1.0f / 480.0f );
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guiModelMatrix[2 * 4 + 0] = axis[2][0];
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guiModelMatrix[3 * 4 + 0] = origin[0];
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guiModelMatrix[0 * 4 + 1] = axis[0][1] * ( 1.0f / 640.0f );
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guiModelMatrix[1 * 4 + 1] = axis[1][1] * ( 1.0f / 480.0f );
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guiModelMatrix[2 * 4 + 1] = axis[2][1];
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guiModelMatrix[3 * 4 + 1] = origin[1];
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guiModelMatrix[0 * 4 + 2] = axis[0][2] * ( 1.0f / 640.0f );
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guiModelMatrix[1 * 4 + 2] = axis[1][2] * ( 1.0f / 480.0f );
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guiModelMatrix[2 * 4 + 2] = axis[2][2];
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guiModelMatrix[3 * 4 + 2] = origin[2];
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guiModelMatrix[0 * 4 + 3] = 0.0f;
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guiModelMatrix[1 * 4 + 3] = 0.0f;
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guiModelMatrix[2 * 4 + 3] = 0.0f;
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guiModelMatrix[3 * 4 + 3] = 1.0f;
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R_MatrixMultiply( guiModelMatrix, drawSurf->space->modelMatrix, modelMatrix );
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tr.guiRecursionLevel++;
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// call the gui, which will call the 2D drawing functions
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tr.guiModel->Clear();
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gui->Redraw( tr.viewDef->renderView.time[0] );
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tr.guiModel->EmitToCurrentView( modelMatrix, drawSurf->space->weaponDepthHack );
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tr.guiModel->Clear();
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tr.guiRecursionLevel--;
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}
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/*
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================
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R_AddInGameGuis
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================
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*/
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void R_AddInGameGuis( const drawSurf_t* const drawSurfs[], const int numDrawSurfs )
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{
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SCOPED_PROFILE_EVENT( "R_AddInGameGuis" );
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// check for gui surfaces
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for( int i = 0; i < numDrawSurfs; i++ )
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{
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const drawSurf_t* drawSurf = drawSurfs[i];
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idUserInterface* gui = drawSurf->material->GlobalGui();
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int guiNum = drawSurf->material->GetEntityGui() - 1;
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if( guiNum >= 0 && guiNum < MAX_RENDERENTITY_GUI )
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{
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if( drawSurf->space->entityDef != NULL )
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{
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gui = drawSurf->space->entityDef->parms.gui[ guiNum ];
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}
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}
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if( gui == NULL )
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{
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continue;
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}
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idBounds ndcBounds;
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if( !R_PreciseCullSurface( drawSurf, ndcBounds ) )
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{
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// did we ever use this to forward an entity color to a gui that didn't set color?
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// memcpy( tr.guiShaderParms, shaderParms, sizeof( tr.guiShaderParms ) );
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R_RenderGuiSurf( gui, drawSurf );
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}
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}
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}
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/*
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================,
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R_ReloadGuis_f
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Reloads any guis that have had their file timestamps changed.
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An optional "all" parameter will cause all models to reload, even
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if they are not out of date.
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Should we also reload the map models?
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================
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*/
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void R_ReloadGuis_f( const idCmdArgs& args )
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{
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bool all;
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if( !idStr::Icmp( args.Argv( 1 ), "all" ) )
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{
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all = true;
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common->Printf( "Reloading all gui files...\n" );
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}
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else
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{
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all = false;
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common->Printf( "Checking for changed gui files...\n" );
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}
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uiManager->Reload( all );
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}
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/*
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================,
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R_ListGuis_f
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================
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*/
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void R_ListGuis_f( const idCmdArgs& args )
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{
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uiManager->ListGuis();
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}
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