mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 20:01:13 +00:00
87 lines
3.1 KiB
C++
87 lines
3.1 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.
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
struct guiModelSurface_t {
|
|
const idMaterial * material;
|
|
uint64 glState;
|
|
int firstIndex;
|
|
int numIndexes;
|
|
stereoDepthType_t stereoType;
|
|
};
|
|
|
|
class idRenderMatrix;
|
|
|
|
class idGuiModel {
|
|
public:
|
|
idGuiModel();
|
|
|
|
void Clear();
|
|
|
|
void WriteToDemo( idDemoFile * demo );
|
|
void ReadFromDemo( idDemoFile * demo );
|
|
|
|
// allocates memory for verts and indexes in frame-temporary buffer memory
|
|
void BeginFrame();
|
|
|
|
void EmitToCurrentView( float modelMatrix[16], bool depthHack );
|
|
void EmitFullScreen();
|
|
|
|
// the returned pointer will be in write-combined memory, so only make contiguous
|
|
// 32 bit writes and never read from it.
|
|
idDrawVert * AllocTris( int numVerts, const triIndex_t * indexes, int numIndexes, const idMaterial * material,
|
|
const uint64 glState, const stereoDepthType_t stereoType );
|
|
|
|
//---------------------------
|
|
private:
|
|
void AdvanceSurf();
|
|
void EmitSurfaces( float modelMatrix[16], float modelViewMatrix[16],
|
|
bool depthHack, bool allowFullScreenStereoDepth, bool linkAsEntity );
|
|
|
|
guiModelSurface_t * surf;
|
|
|
|
float shaderParms[ MAX_ENTITY_SHADER_PARMS ];
|
|
|
|
static const float STEREO_DEPTH_NEAR;
|
|
static const float STEREO_DEPTH_MID;
|
|
static const float STEREO_DEPTH_FAR;
|
|
|
|
// if we exceed these limits we stop rendering GUI surfaces
|
|
static const int MAX_INDEXES = ( 20000 * 6 );
|
|
static const int MAX_VERTS = ( 20000 * 4 );
|
|
|
|
vertCacheHandle_t vertexBlock;
|
|
vertCacheHandle_t indexBlock;
|
|
idDrawVert * vertexPointer;
|
|
triIndex_t * indexPointer;
|
|
|
|
int numVerts;
|
|
int numIndexes;
|
|
|
|
idList<guiModelSurface_t, TAG_MODEL> surfaces;
|
|
};
|
|
|