mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 20:01:13 +00:00
210 lines
6.2 KiB
C++
210 lines
6.2 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 "../idlib/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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This is a simple dynamic model that just creates a stretched quad between
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two points that faces the view, like a dynamic deform tube.
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*/
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static const char *beam_SnapshotName = "_beam_Snapshot_";
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/*
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===============
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idRenderModelBeam::IsDynamicModel
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===============
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*/
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dynamicModel_t idRenderModelBeam::IsDynamicModel() const {
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return DM_CONTINUOUS; // regenerate for every view
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}
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/*
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===============
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idRenderModelBeam::IsLoaded
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===============
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*/
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bool idRenderModelBeam::IsLoaded() const {
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return true; // don't ever need to load
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}
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/*
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===============
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idRenderModelBeam::InstantiateDynamicModel
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===============
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*/
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idRenderModel *idRenderModelBeam::InstantiateDynamicModel( const struct renderEntity_s *renderEntity, const viewDef_t *viewDef, idRenderModel *cachedModel ) {
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idRenderModelStatic *staticModel;
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srfTriangles_t *tri;
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modelSurface_t surf;
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if ( cachedModel ) {
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delete cachedModel;
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cachedModel = NULL;
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}
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if ( renderEntity == NULL || viewDef == NULL ) {
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delete cachedModel;
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return NULL;
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}
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if ( cachedModel != NULL ) {
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assert( dynamic_cast<idRenderModelStatic *>( cachedModel ) != NULL );
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assert( idStr::Icmp( cachedModel->Name(), beam_SnapshotName ) == 0 );
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staticModel = static_cast<idRenderModelStatic *>( cachedModel );
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surf = *staticModel->Surface( 0 );
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tri = surf.geometry;
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} else {
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staticModel = new (TAG_MODEL) idRenderModelStatic;
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staticModel->InitEmpty( beam_SnapshotName );
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tri = R_AllocStaticTriSurf();
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R_AllocStaticTriSurfVerts( tri, 4 );
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R_AllocStaticTriSurfIndexes( tri, 6 );
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tri->verts[0].Clear();
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tri->verts[0].SetTexCoord( 0, 0 );
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tri->verts[1].Clear();
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tri->verts[1].SetTexCoord( 0, 1 );
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tri->verts[2].Clear();
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tri->verts[2].SetTexCoord( 1, 0 );
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tri->verts[3].Clear();
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tri->verts[3].SetTexCoord( 1, 1 );
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tri->indexes[0] = 0;
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tri->indexes[1] = 2;
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tri->indexes[2] = 1;
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tri->indexes[3] = 2;
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tri->indexes[4] = 3;
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tri->indexes[5] = 1;
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tri->numVerts = 4;
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tri->numIndexes = 6;
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surf.geometry = tri;
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surf.id = 0;
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surf.shader = tr.defaultMaterial;
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staticModel->AddSurface( surf );
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}
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idVec3 target = *reinterpret_cast<const idVec3 *>( &renderEntity->shaderParms[SHADERPARM_BEAM_END_X] );
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// we need the view direction to project the minor axis of the tube
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// as the view changes
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idVec3 localView, localTarget;
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float modelMatrix[16];
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R_AxisToModelMatrix( renderEntity->axis, renderEntity->origin, modelMatrix );
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R_GlobalPointToLocal( modelMatrix, viewDef->renderView.vieworg, localView );
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R_GlobalPointToLocal( modelMatrix, target, localTarget );
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idVec3 major = localTarget;
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idVec3 minor;
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idVec3 mid = 0.5f * localTarget;
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idVec3 dir = mid - localView;
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minor.Cross( major, dir );
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minor.Normalize();
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if ( renderEntity->shaderParms[SHADERPARM_BEAM_WIDTH] != 0.0f ) {
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minor *= renderEntity->shaderParms[SHADERPARM_BEAM_WIDTH] * 0.5f;
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}
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int red = idMath::Ftoi( renderEntity->shaderParms[SHADERPARM_RED] * 255.0f );
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int green = idMath::Ftoi( renderEntity->shaderParms[SHADERPARM_GREEN] * 255.0f );
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int blue = idMath::Ftoi( renderEntity->shaderParms[SHADERPARM_BLUE] * 255.0f );
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int alpha = idMath::Ftoi( renderEntity->shaderParms[SHADERPARM_ALPHA] * 255.0f );
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tri->verts[0].xyz = minor;
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tri->verts[0].color[0] = red;
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tri->verts[0].color[1] = green;
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tri->verts[0].color[2] = blue;
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tri->verts[0].color[3] = alpha;
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tri->verts[1].xyz = -minor;
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tri->verts[1].color[0] = red;
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tri->verts[1].color[1] = green;
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tri->verts[1].color[2] = blue;
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tri->verts[1].color[3] = alpha;
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tri->verts[2].xyz = localTarget + minor;
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tri->verts[2].color[0] = red;
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tri->verts[2].color[1] = green;
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tri->verts[2].color[2] = blue;
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tri->verts[2].color[3] = alpha;
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tri->verts[3].xyz = localTarget - minor;
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tri->verts[3].color[0] = red;
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tri->verts[3].color[1] = green;
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tri->verts[3].color[2] = blue;
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tri->verts[3].color[3] = alpha;
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R_BoundTriSurf( tri );
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staticModel->bounds = tri->bounds;
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return staticModel;
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}
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/*
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===============
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idRenderModelBeam::Bounds
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===============
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*/
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idBounds idRenderModelBeam::Bounds( const struct renderEntity_s *renderEntity ) const {
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idBounds b;
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b.Zero();
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if ( !renderEntity ) {
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b.ExpandSelf( 8.0f );
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} else {
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idVec3 target = *reinterpret_cast<const idVec3 *>( &renderEntity->shaderParms[SHADERPARM_BEAM_END_X] );
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idVec3 localTarget;
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float modelMatrix[16];
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R_AxisToModelMatrix( renderEntity->axis, renderEntity->origin, modelMatrix );
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R_GlobalPointToLocal( modelMatrix, target, localTarget );
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b.AddPoint( localTarget );
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if ( renderEntity->shaderParms[SHADERPARM_BEAM_WIDTH] != 0.0f ) {
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b.ExpandSelf( renderEntity->shaderParms[SHADERPARM_BEAM_WIDTH] * 0.5f );
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}
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}
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return b;
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}
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