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- /*
- ===========================================================================
- 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;
- };
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