mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 20:01:13 +00:00
194 lines
6 KiB
C++
194 lines
6 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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A simple sprite model that always faces the view axis.
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*/
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static const char *sprite_SnapshotName = "_sprite_Snapshot_";
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/*
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===============
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idRenderModelSprite::IsDynamicModel
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===============
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*/
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dynamicModel_t idRenderModelSprite::IsDynamicModel() const {
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return DM_CONTINUOUS;
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}
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/*
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===============
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idRenderModelSprite::IsLoaded
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===============
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*/
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bool idRenderModelSprite::IsLoaded() const {
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return true;
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}
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/*
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===============
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idRenderModelSprite::InstantiateDynamicModel
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===============
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*/
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idRenderModel * idRenderModelSprite::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 && !r_useCachedDynamicModels.GetBool() ) {
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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(), sprite_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( sprite_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 ].SetNormal( 1.0f, 0.0f, 0.0f );
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tri->verts[ 0 ].SetTangent( 0.0f, 1.0f, 0.0f );
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tri->verts[ 0 ].SetBiTangent( 0.0f, 0.0f, 1.0f );
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tri->verts[ 0 ].SetTexCoord( 0.0f, 0.0f );
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tri->verts[ 1 ].Clear();
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tri->verts[ 1 ].SetNormal( 1.0f, 0.0f, 0.0f );
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tri->verts[ 1 ].SetTangent( 0.0f, 1.0f, 0.0f );
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tri->verts[ 1 ].SetBiTangent( 0.0f, 0.0f, 1.0f );
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tri->verts[ 1 ].SetTexCoord( 1.0f, 0.0f );
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tri->verts[ 2 ].Clear();
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tri->verts[ 2 ].SetNormal( 1.0f, 0.0f, 0.0f );
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tri->verts[ 2 ].SetTangent( 0.0f, 1.0f, 0.0f );
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tri->verts[ 2 ].SetBiTangent( 0.0f, 0.0f, 1.0f );
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tri->verts[ 2 ].SetTexCoord( 1.0f, 1.0f );
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tri->verts[ 3 ].Clear();
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tri->verts[ 3 ].SetNormal( 1.0f, 0.0f, 0.0f );
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tri->verts[ 3 ].SetTangent( 0.0f, 1.0f, 0.0f );
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tri->verts[ 3 ].SetBiTangent( 0.0f, 0.0f, 1.0f );
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tri->verts[ 3 ].SetTexCoord( 0.0f, 1.0f );
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tri->indexes[ 0 ] = 0;
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tri->indexes[ 1 ] = 1;
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tri->indexes[ 2 ] = 3;
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tri->indexes[ 3 ] = 1;
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tri->indexes[ 4 ] = 2;
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tri->indexes[ 5 ] = 3;
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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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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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idVec3 right = idVec3( 0.0f, renderEntity->shaderParms[ SHADERPARM_SPRITE_WIDTH ] * 0.5f, 0.0f );
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idVec3 up = idVec3( 0.0f, 0.0f, renderEntity->shaderParms[ SHADERPARM_SPRITE_HEIGHT ] * 0.5f );
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tri->verts[ 0 ].xyz = up + right;
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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 = up - right;
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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 = - right - up;
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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 = right - up;
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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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idRenderModelSprite::Bounds
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===============
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*/
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idBounds idRenderModelSprite::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 == NULL ) {
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b.ExpandSelf( 8.0f );
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} else {
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b.ExpandSelf( Max( renderEntity->shaderParms[ SHADERPARM_SPRITE_WIDTH ], renderEntity->shaderParms[ SHADERPARM_SPRITE_HEIGHT ] ) * 0.5f );
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}
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return b;
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}
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