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