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- /*
- ===========================================================================
- 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"
- /*
- ==========================================================================================
- GUI SHADERS
- ==========================================================================================
- */
- /*
- ================
- R_SurfaceToTextureAxis
- Calculates two axis for the surface sutch that a point dotted against
- the axis will give a 0.0 to 1.0 range in S and T when inside the gui surface
- ================
- */
- void R_SurfaceToTextureAxis( const srfTriangles_t *tri, idVec3 &origin, idVec3 axis[3] ) {
- float area, inva;
- float d0[5], d1[5];
- idDrawVert *a, *b, *c;
- float bounds[2][2];
- float boundsOrg[2];
- int i, j;
- float v;
-
- // find the bounds of the texture
- bounds[0][0] = bounds[0][1] = 999999;
- bounds[1][0] = bounds[1][1] = -999999;
- for ( i = 0 ; i < tri->numVerts ; i++ ) {
- for ( j = 0 ; j < 2 ; j++ ) {
- v = tri->verts[i].st[j];
- if ( v < bounds[0][j] ) {
- bounds[0][j] = v;
- }
- if ( v > bounds[1][j] ) {
- bounds[1][j] = v;
- }
- }
- }
- // use the floor of the midpoint as the origin of the
- // surface, which will prevent a slight misalignment
- // from throwing it an entire cycle off
- boundsOrg[0] = floor( ( bounds[0][0] + bounds[1][0] ) * 0.5 );
- boundsOrg[1] = floor( ( bounds[0][1] + bounds[1][1] ) * 0.5 );
- // determine the world S and T vectors from the first drawSurf triangle
- a = tri->verts + tri->indexes[0];
- b = tri->verts + tri->indexes[1];
- c = tri->verts + tri->indexes[2];
- VectorSubtract( b->xyz, a->xyz, d0 );
- d0[3] = b->st[0] - a->st[0];
- d0[4] = b->st[1] - a->st[1];
- VectorSubtract( c->xyz, a->xyz, d1 );
- d1[3] = c->st[0] - a->st[0];
- d1[4] = c->st[1] - a->st[1];
- area = d0[3] * d1[4] - d0[4] * d1[3];
- if ( area == 0.0 ) {
- axis[0].Zero();
- axis[1].Zero();
- axis[2].Zero();
- return; // degenerate
- }
- inva = 1.0 / area;
- axis[0][0] = (d0[0] * d1[4] - d0[4] * d1[0]) * inva;
- axis[0][1] = (d0[1] * d1[4] - d0[4] * d1[1]) * inva;
- axis[0][2] = (d0[2] * d1[4] - d0[4] * d1[2]) * inva;
-
- axis[1][0] = (d0[3] * d1[0] - d0[0] * d1[3]) * inva;
- axis[1][1] = (d0[3] * d1[1] - d0[1] * d1[3]) * inva;
- axis[1][2] = (d0[3] * d1[2] - d0[2] * d1[3]) * inva;
- idPlane plane;
- plane.FromPoints( a->xyz, b->xyz, c->xyz );
- axis[2][0] = plane[0];
- axis[2][1] = plane[1];
- axis[2][2] = plane[2];
- // take point 0 and project the vectors to the texture origin
- VectorMA( a->xyz, boundsOrg[0] - a->st[0], axis[0], origin );
- VectorMA( origin, boundsOrg[1] - a->st[1], axis[1], origin );
- }
- /*
- =================
- R_RenderGuiSurf
- Create a texture space on the given surface and
- call the GUI generator to create quads for it.
- =================
- */
- void R_RenderGuiSurf( idUserInterface *gui, drawSurf_t *drawSurf ) {
- idVec3 origin, axis[3];
- // for testing the performance hit
- if ( r_skipGuiShaders.GetInteger() == 1 ) {
- return;
- }
- // don't allow an infinite recursion loop
- if ( tr.guiRecursionLevel == 4 ) {
- return;
- }
- tr.pc.c_guiSurfs++;
- // create the new matrix to draw on this surface
- R_SurfaceToTextureAxis( drawSurf->geo, origin, axis );
- float guiModelMatrix[16];
- float modelMatrix[16];
- guiModelMatrix[0] = axis[0][0] / 640.0;
- guiModelMatrix[4] = axis[1][0] / 480.0;
- guiModelMatrix[8] = axis[2][0];
- guiModelMatrix[12] = origin[0];
- guiModelMatrix[1] = axis[0][1] / 640.0;
- guiModelMatrix[5] = axis[1][1] / 480.0;
- guiModelMatrix[9] = axis[2][1];
- guiModelMatrix[13] = origin[1];
- guiModelMatrix[2] = axis[0][2] / 640.0;
- guiModelMatrix[6] = axis[1][2] / 480.0;
- guiModelMatrix[10] = axis[2][2];
- guiModelMatrix[14] = origin[2];
- guiModelMatrix[3] = 0;
- guiModelMatrix[7] = 0;
- guiModelMatrix[11] = 0;
- guiModelMatrix[15] = 1;
- myGlMultMatrix( guiModelMatrix, drawSurf->space->modelMatrix,
- modelMatrix );
- tr.guiRecursionLevel++;
- // call the gui, which will call the 2D drawing functions
- tr.guiModel->Clear();
- gui->Redraw( tr.viewDef->renderView.time );
- tr.guiModel->EmitToCurrentView( modelMatrix, drawSurf->space->weaponDepthHack );
- tr.guiModel->Clear();
- tr.guiRecursionLevel--;
- }
- /*
- ================,
- R_ReloadGuis_f
- Reloads any guis that have had their file timestamps changed.
- An optional "all" parameter will cause all models to reload, even
- if they are not out of date.
- Should we also reload the map models?
- ================
- */
- void R_ReloadGuis_f( const idCmdArgs &args ) {
- bool all;
- if ( !idStr::Icmp( args.Argv(1), "all" ) ) {
- all = true;
- common->Printf( "Reloading all gui files...\n" );
- } else {
- all = false;
- common->Printf( "Checking for changed gui files...\n" );
- }
- uiManager->Reload( all );
- }
- /*
- ================,
- R_ListGuis_f
- ================
- */
- void R_ListGuis_f( const idCmdArgs &args ) {
- uiManager->ListGuis();
- }
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