/* Copyright (C) 2001-2002 Charles Hollemeersch This program 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 2 of the License, or (at your option) any later version. This program 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Adds decal support... Decals are similar to particles currently... The code to generate them is based on the article "Applying decals to arbitrary surfaces" by "Eric Lengyel" in "Game Programming Gems 2" */ #include "quakedef.h" #include "r_local.h" #define MAX_DECALS 1024 // default max # of decals at one // time #define ABSOLUTE_MIN_DECALS 0 // no fewer than this no matter what's // on the command line decal_t *active_decals, *free_decals; decal_t *decals; int r_numdecals; void DecalClipLeaf(decal_t *dec, mleaf_t *leaf); void DecalWalkBsp_R(decal_t *dec, mnode_t *node); int DecalClipPolygonAgainstPlane(plane_t *plane, int vertexCount, vec3_t *vertex, vec3_t *newVertex); int DecalClipPolygon(int vertexCount, vec3_t *vertices, vec3_t *newVertex); /* =============== R_InitDecals =============== */ void R_InitDecals (void) { int i; i = COM_CheckParm ("-decals"); if (i) { r_numdecals = (int)(Q_atoi(com_argv[i+1])); if (r_numdecals < ABSOLUTE_MIN_DECALS) r_numdecals = ABSOLUTE_MIN_DECALS; } else { r_numdecals = MAX_DECALS; } decals = (decal_t *) Hunk_AllocName (r_numdecals * sizeof(decal_t), "decals"); } /* =============== R_ClearDecals =============== */ void R_ClearDecals (void) { int i; free_decals = &decals[0]; active_decals = NULL; for (i=0 ;inext; dec->next = active_decals; active_decals = dec; //VectorNormalize(tangent); VectorNormalize(test); CrossProduct(normal,test,tangent); //Con_Printf("StartDecail\n"); VectorCopy(center, dec->origin); VectorCopy(tangent, dec->tangent); VectorCopy(normal, dec->normal); VectorNormalize(tangent); VectorNormalize(normal); CrossProduct(normal, tangent, binormal); VectorNormalize(binormal); width = RandomMinMax(effect->sizemin, effect->sizemax); height = width; depth = width*0.5; dec->radius = max(max(width,height),depth); dec->texture = effect->texture; dec->lifetime = RandomMinMax(effect->lifemin, effect->lifemax); dec->die = cl.time + dec->lifetime; dec->startcolor[0] = RandomMinMax(effect->startcolormin[0], effect->startcolormax[0]); dec->startcolor[1] = RandomMinMax(effect->startcolormin[1], effect->startcolormax[1]); dec->startcolor[2] = RandomMinMax(effect->startcolormin[2], effect->startcolormax[2]); dec->endcolor[0] = RandomMinMax(effect->endcolormin[0], effect->endcolormax[0]); dec->endcolor[1] = RandomMinMax(effect->endcolormin[1], effect->endcolormax[1]); dec->endcolor[2] = RandomMinMax(effect->endcolormin[2], effect->endcolormax[2]); dec->srcblend = effect->srcblend; dec->dstblend = effect->dstblend; /* -= Hack: don't clip decal just draw a quad =- VectorScale(binormal,10,binormal); VectorScale(tangent,10,tangent); VectorCopy(center,dec->vertexArray[0]); VectorAdd(center,tangent,t); VectorCopy(t,dec->vertexArray[1]); VectorAdd(t,binormal,t); VectorCopy(t,dec->vertexArray[2]); VectorAdd(center,binormal,t); VectorCopy(t,dec->vertexArray[3]); dec->vertexCount = 4; dec->triangleCount = 2; dec->triangleArray[0][0] = 0; dec->triangleArray[0][1] = 1; dec->triangleArray[0][2] = 2; dec->triangleArray[1][0] = 0; dec->triangleArray[1][1] = 2; dec->triangleArray[1][2] = 3; */ // Calculate boundary planes d = DotProduct(center, tangent); VectorCopy(tangent,leftPlane.normal); leftPlane.dist = -(width * 0.5 - d); VectorInverse(tangent); VectorCopy(tangent,rightPlane.normal); VectorInverse(tangent); rightPlane.dist = -(width * 0.5 + d); d = DotProduct(center, binormal); VectorCopy(binormal,bottomPlane.normal); bottomPlane.dist = -(height * 0.5 - d); VectorInverse(binormal); VectorCopy(binormal,topPlane.normal); VectorInverse(binormal); topPlane.dist = -(height * 0.5 + d); d = DotProduct(center, normal); VectorCopy(normal,backPlane.normal); backPlane.dist = -(depth - d); VectorInverse(normal); VectorCopy(normal,frontPlane.normal); VectorInverse(normal); frontPlane.dist = -(depth + d); // Begin with empty mesh dec->vertexCount = 0; dec->triangleCount = 0; //Clip decal to bsp DecalWalkBsp_R(dec, cl.worldmodel->nodes); //This happens when a decal is to far from any surface or the surface is to steeply sloped if (dec->triangleCount == 0) { //deallocate decal active_decals = dec->next; dec->next = free_decals; free_decals = dec; return; } //Assign texture mapping coordinates one_over_w = 1.0F / width; one_over_h = 1.0F / height; for (a = 0; a < dec->vertexCount; a++) { float s, t; vec3_t v; VectorSubtract(dec->vertexArray[a],center,v); s = DotProduct(v, tangent) * one_over_w + 0.5F; t = DotProduct(v, binormal) * one_over_h + 0.5F; dec->texcoordArray[a][0] = s; dec->texcoordArray[a][1] = t; } } void DecalWalkBsp_R(decal_t *dec, mnode_t *node) { mplane_t *plane; float dist; mleaf_t *leaf; if (node->contents & CONTENTS_LEAF) { //we are in a leaf leaf = (mleaf_t *)node; DecalClipLeaf(dec, leaf); return; } plane = node->plane; dist = DotProduct (dec->origin, plane->normal) - plane->dist; if (dist > dec->radius) { DecalWalkBsp_R (dec, node->children[0]); return; } if (dist < -dec->radius) { DecalWalkBsp_R (dec, node->children[1]); return; } DecalWalkBsp_R (dec, node->children[0]); DecalWalkBsp_R (dec, node->children[1]); } qboolean DecalAddPolygon(decal_t *dec, int vertcount, vec3_t *vertices) { int *triangle; int count; int a, b; float f; //Con_Printf("AddPolygon %i %i\n",vertcount, dec->vertexCount); count = dec->vertexCount; if (count + vertcount >= MAX_DECAL_VERTICES) return false; if (dec->triangleCount + vertcount-2 >= MAX_DECAL_TRIANGLES) return false; // Add polygon as a triangle fan triangle = &dec->triangleArray[dec->triangleCount][0]; for (a = 2; a < vertcount; a++) { dec->triangleArray[dec->triangleCount][0] = count; dec->triangleArray[dec->triangleCount][1] = (count + a - 1); dec->triangleArray[dec->triangleCount][2] = (count + a ); dec->triangleCount++; } // Assign vertex colors for (b = 0; b < vertcount; b++) { VectorCopy(vertices[b],dec->vertexArray[count]); count++; } dec->vertexCount = count; return true; } const float decalEpsilon = 0.001; void DecalClipLeaf(decal_t *dec, mleaf_t *leaf) { int a, i, count, k; vec3_t newVertex[64], t1, t2, t3; int c; msurface_t **surf; float *v; //Con_Printf("Clipleaf\n"); c = leaf->nummarksurfaces; surf = leaf->firstmarksurface; //for all surfaces in the leaf for (c=0; cnummarksurfaces; c++, surf++) { glpoly_t *poly; poly = (*surf)->polys; VectorCopy((*surf)->plane->normal,t3); if ((*surf)->flags & SURF_PLANEBACK) { VectorInverse(t3); } //avoid backfacing and ortogonal facing faces to recieve decal parts if (DotProduct(dec->normal, t3) > decalEpsilon) { for (i=0 ; inumindecies ; i+=3) { int j; for (j=0; j<3; j++) { v = (float *)(&globalVertexTable[poly->indecies[i+j]]); newVertex[j][0] = v[0]; newVertex[j][1] = v[1]; newVertex[j][2] = v[2]; } count = DecalClipPolygon(3, newVertex, newVertex); if ((count != 0) && (!DecalAddPolygon(dec, count, newVertex))) break; } } } //for all surfaces in the leaf for (k=0; knummeshes; k++) { mesh_t *mesh = &cl.worldmodel->meshes[cl.worldmodel->leafmeshes[leaf->firstmesh+k]]; for (i=0; inumindecies ; i+=3) { int j; if (DotProduct(dec->normal, mesh->normals[mesh->indecies[i]]) < decalEpsilon) continue; for (j=0; j<3; j++) { v = (float *)(&globalVertexTable[mesh->firstvertex+mesh->indecies[i+j]]); newVertex[j][0] = v[0]; newVertex[j][1] = v[1]; newVertex[j][2] = v[2]; } count = DecalClipPolygon(3, newVertex, newVertex); if ((count != 0) && (!DecalAddPolygon(dec, count, newVertex))) break; } } } int DecalClipPolygon(int vertexCount, vec3_t *vertices, vec3_t *newVertex) { vec3_t tempVertex[64]; // Clip against all six planes int count = DecalClipPolygonAgainstPlane(&leftPlane, vertexCount, vertices, tempVertex); if (count != 0) { count = DecalClipPolygonAgainstPlane(&rightPlane, count, tempVertex, newVertex); if (count != 0) { count = DecalClipPolygonAgainstPlane(&bottomPlane, count, newVertex, tempVertex); if (count != 0) { count = DecalClipPolygonAgainstPlane(&topPlane, count, tempVertex, newVertex); if (count != 0) { count = DecalClipPolygonAgainstPlane(&backPlane, count, newVertex, tempVertex); if (count != 0) { count = DecalClipPolygonAgainstPlane(&frontPlane, count, tempVertex, newVertex); } } } } } return count; } int DecalClipPolygonAgainstPlane(plane_t *plane, int vertexCount, vec3_t *vertex, vec3_t *newVertex) { qboolean negative[65]; int a, count, b, c; float sect, t; vec3_t v, v1, v2; // Classify vertices int negativeCount = 0; for (a = 0; a < vertexCount; a++) { qboolean neg = ((DotProduct(plane->normal, vertex[a]) - plane->dist) < 0.0); negative[a] = neg; negativeCount += neg; } // Discard this polygon if it's completely culled if (negativeCount == vertexCount) { return (0); } count = 0; for (b = 0; b < vertexCount; b++) { // c is the index of the previous vertex c = (b != 0) ? b - 1 : vertexCount - 1; if (negative[b]) { if (!negative[c]) { // Current vertex is on negative side of plane, // but previous vertex is on positive side. VectorCopy(vertex[c],v1); VectorCopy(vertex[b],v2); t = (DotProduct(plane->normal, v1) - plane->dist) / ( plane->normal[0] * (v1[0] - v2[0]) + plane->normal[1] * (v1[1] - v2[1]) + plane->normal[2] * (v1[2] - v2[2])); VectorScale(v1,(1.0 - t),newVertex[count]); VectorMA(newVertex[count],t,v2,newVertex[count]); count++; } } else { if (negative[c]) { // Current vertex is on positive side of plane, // but previous vertex is on negative side. VectorCopy(vertex[b],v1); VectorCopy(vertex[c],v2); t = (DotProduct(plane->normal, v1) - plane->dist) / ( plane->normal[0] * (v1[0] - v2[0]) + plane->normal[1] * (v1[1] - v2[1]) + plane->normal[2] * (v1[2] - v2[2])); VectorScale(v1,(1.0 - t),newVertex[count]); VectorMA(newVertex[count],t,v2,newVertex[count]); count++; } // Include current vertex VectorCopy(vertex[b],newVertex[count]); count++; } } // Return number of vertices in clipped polygon return count; } /* =============== R_DrawDecails =============== */ extern cvar_t sv_gravity; void R_DrawDecals (void) { decal_t *p, *kill; int i; float blend, blend1; glFogfv(GL_FOG_COLOR, color_black); if (!gl_wireframe.value) glEnable (GL_BLEND); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER,0.000); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glDepthMask(0); glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1,-1); for ( ;; ) { kill = active_decals; if (kill && kill->die < cl.time) { active_decals = kill->next; kill->next = free_decals; free_decals = kill; continue; } break; } for (p=active_decals ; p ; p=p->next) { for ( ;; ) { kill = p->next; //XYZ if (kill && (kill->die < cl.time)) { p->next = kill->next; kill->next = free_decals; free_decals = kill; continue; } break; } GL_Bind(p->texture); glBlendFunc (p->srcblend, p->dstblend); //calculate color based on life ... blend = (p->die-cl.time)/p->lifetime; blend1 = 1-blend; for (i=0; i<3; i++) { p->color[i] = p->startcolor[i] * blend + p->endcolor[i] * blend1; } if (!gl_wireframe.value) { if ((p->die - cl.time) < 0.5) { float scale = 2*(p->die - cl.time); glColor4f((p->color[0]*scale), (p->color[1]*scale), (p->color[2]*scale), scale); } else { glColor3fv(&p->color[0]); } } else { glColor3ub(0,0,0); } //Con_Printf("Drawdec %i\n",p->triangleCount); for (i=0; itriangleCount; i++) { int i1, i2, i3; i1 = p->triangleArray[i][0]; i2 = p->triangleArray[i][1]; i3 = p->triangleArray[i][2]; glBegin(GL_TRIANGLES); glTexCoord2fv(&p->texcoordArray[i1][0]); glVertex3fv(&p->vertexArray[i1][0]); glTexCoord2fv(&p->texcoordArray[i2][0]); glVertex3fv(&p->vertexArray[i2][0]); glTexCoord2fv(&p->texcoordArray[i3][0]); glVertex3fv(&p->vertexArray[i3][0]); glEnd(); } } glDisable(GL_POLYGON_OFFSET_FILL); glEnable(GL_DEPTH_TEST); glDepthMask(1); glDisable (GL_BLEND); glDisable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER,0.666); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glFogfv(GL_FOG_COLOR, fog_color); }