123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199 |
- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 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 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 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 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 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.
- ===========================================================================
- */
- #include "../idlib/precompiled.h"
- #pragma hdrstop
- #include "tr_local.h"
- #include "Model_local.h"
- /*
- A simple sprite model that always faces the view axis.
- */
- static const char *sprite_SnapshotName = "_sprite_Snapshot_";
- /*
- ===============
- idRenderModelBeam::IsDynamicModel
- ===============
- */
- dynamicModel_t idRenderModelSprite::IsDynamicModel() const {
- return DM_CONTINUOUS;
- }
- /*
- ===============
- idRenderModelBeam::IsLoaded
- ===============
- */
- bool idRenderModelSprite::IsLoaded() const {
- return true;
- }
- /*
- ===============
- idRenderModelSprite::InstantiateDynamicModel
- ===============
- */
- idRenderModel * idRenderModelSprite::InstantiateDynamicModel( const struct renderEntity_s *renderEntity, const struct viewDef_s *viewDef, idRenderModel *cachedModel ) {
- idRenderModelStatic *staticModel;
- srfTriangles_t *tri;
- modelSurface_t surf;
- if ( cachedModel && !r_useCachedDynamicModels.GetBool() ) {
- delete cachedModel;
- cachedModel = NULL;
- }
- if ( renderEntity == NULL || viewDef == NULL ) {
- delete cachedModel;
- return NULL;
- }
- if ( cachedModel != NULL ) {
- assert( dynamic_cast<idRenderModelStatic *>( cachedModel ) != NULL );
- assert( idStr::Icmp( cachedModel->Name(), sprite_SnapshotName ) == 0 );
- staticModel = static_cast<idRenderModelStatic *>( cachedModel );
- surf = *staticModel->Surface( 0 );
- tri = surf.geometry;
- } else {
- staticModel = new idRenderModelStatic;
- staticModel->InitEmpty( sprite_SnapshotName );
- tri = R_AllocStaticTriSurf();
- R_AllocStaticTriSurfVerts( tri, 4 );
- R_AllocStaticTriSurfIndexes( tri, 6 );
- tri->verts[ 0 ].Clear();
- tri->verts[ 0 ].normal.Set( 1.0f, 0.0f, 0.0f );
- tri->verts[ 0 ].tangents[0].Set( 0.0f, 1.0f, 0.0f );
- tri->verts[ 0 ].tangents[1].Set( 0.0f, 0.0f, 1.0f );
- tri->verts[ 0 ].st[ 0 ] = 0.0f;
- tri->verts[ 0 ].st[ 1 ] = 0.0f;
- tri->verts[ 1 ].Clear();
- tri->verts[ 1 ].normal.Set( 1.0f, 0.0f, 0.0f );
- tri->verts[ 1 ].tangents[0].Set( 0.0f, 1.0f, 0.0f );
- tri->verts[ 1 ].tangents[1].Set( 0.0f, 0.0f, 1.0f );
- tri->verts[ 1 ].st[ 0 ] = 1.0f;
- tri->verts[ 1 ].st[ 1 ] = 0.0f;
- tri->verts[ 2 ].Clear();
- tri->verts[ 2 ].normal.Set( 1.0f, 0.0f, 0.0f );
- tri->verts[ 2 ].tangents[0].Set( 0.0f, 1.0f, 0.0f );
- tri->verts[ 2 ].tangents[1].Set( 0.0f, 0.0f, 1.0f );
- tri->verts[ 2 ].st[ 0 ] = 1.0f;
- tri->verts[ 2 ].st[ 1 ] = 1.0f;
- tri->verts[ 3 ].Clear();
- tri->verts[ 3 ].normal.Set( 1.0f, 0.0f, 0.0f );
- tri->verts[ 3 ].tangents[0].Set( 0.0f, 1.0f, 0.0f );
- tri->verts[ 3 ].tangents[1].Set( 0.0f, 0.0f, 1.0f );
- tri->verts[ 3 ].st[ 0 ] = 0.0f;
- tri->verts[ 3 ].st[ 1 ] = 1.0f;
- tri->indexes[ 0 ] = 0;
- tri->indexes[ 1 ] = 1;
- tri->indexes[ 2 ] = 3;
- tri->indexes[ 3 ] = 1;
- tri->indexes[ 4 ] = 2;
- tri->indexes[ 5 ] = 3;
- tri->numVerts = 4;
- tri->numIndexes = 6;
- surf.geometry = tri;
- surf.id = 0;
- surf.shader = tr.defaultMaterial;
- staticModel->AddSurface( surf );
- }
- int red = idMath::FtoiFast( renderEntity->shaderParms[ SHADERPARM_RED ] * 255.0f );
- int green = idMath::FtoiFast( renderEntity->shaderParms[ SHADERPARM_GREEN ] * 255.0f );
- int blue = idMath::FtoiFast( renderEntity->shaderParms[ SHADERPARM_BLUE ] * 255.0f );
- int alpha = idMath::FtoiFast( renderEntity->shaderParms[ SHADERPARM_ALPHA ] * 255.0f );
- idVec3 right = idVec3( 0.0f, renderEntity->shaderParms[ SHADERPARM_SPRITE_WIDTH ] * 0.5f, 0.0f );
- idVec3 up = idVec3( 0.0f, 0.0f, renderEntity->shaderParms[ SHADERPARM_SPRITE_HEIGHT ] * 0.5f );
- tri->verts[ 0 ].xyz = up + right;
- tri->verts[ 0 ].color[ 0 ] = red;
- tri->verts[ 0 ].color[ 1 ] = green;
- tri->verts[ 0 ].color[ 2 ] = blue;
- tri->verts[ 0 ].color[ 3 ] = alpha;
- tri->verts[ 1 ].xyz = up - right;
- tri->verts[ 1 ].color[ 0 ] = red;
- tri->verts[ 1 ].color[ 1 ] = green;
- tri->verts[ 1 ].color[ 2 ] = blue;
- tri->verts[ 1 ].color[ 3 ] = alpha;
- tri->verts[ 2 ].xyz = - right - up;
- tri->verts[ 2 ].color[ 0 ] = red;
- tri->verts[ 2 ].color[ 1 ] = green;
- tri->verts[ 2 ].color[ 2 ] = blue;
- tri->verts[ 2 ].color[ 3 ] = alpha;
- tri->verts[ 3 ].xyz = right - up;
- tri->verts[ 3 ].color[ 0 ] = red;
- tri->verts[ 3 ].color[ 1 ] = green;
- tri->verts[ 3 ].color[ 2 ] = blue;
- tri->verts[ 3 ].color[ 3 ] = alpha;
- R_BoundTriSurf( tri );
- staticModel->bounds = tri->bounds;
- return staticModel;
- }
- /*
- ===============
- idRenderModelSprite::Bounds
- ===============
- */
- idBounds idRenderModelSprite::Bounds( const struct renderEntity_s *renderEntity ) const {
- idBounds b;
- b.Zero();
- if ( renderEntity == NULL ) {
- b.ExpandSelf( 8.0f );
- } else {
- b.ExpandSelf( Max( renderEntity->shaderParms[ SHADERPARM_SPRITE_WIDTH ], renderEntity->shaderParms[ SHADERPARM_SPRITE_HEIGHT ] ) * 0.5f );
- }
- return b;
- }
|