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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 "Model_local.h"
- #include "tr_local.h"
- /*
- ====================
- idRenderModelOverlay::idRenderModelOverlay
- ====================
- */
- idRenderModelOverlay::idRenderModelOverlay() {
- }
- /*
- ====================
- idRenderModelOverlay::~idRenderModelOverlay
- ====================
- */
- idRenderModelOverlay::~idRenderModelOverlay() {
- int i, k;
- for ( k = 0; k < materials.Num(); k++ ) {
- for ( i = 0; i < materials[k]->surfaces.Num(); i++ ) {
- FreeSurface( materials[k]->surfaces[i] );
- }
- materials[k]->surfaces.Clear();
- delete materials[k];
- }
- materials.Clear();
- }
- /*
- ====================
- idRenderModelOverlay::Alloc
- ====================
- */
- idRenderModelOverlay *idRenderModelOverlay::Alloc( void ) {
- return new idRenderModelOverlay;
- }
- /*
- ====================
- idRenderModelOverlay::Free
- ====================
- */
- void idRenderModelOverlay::Free( idRenderModelOverlay *overlay ) {
- delete overlay;
- }
- /*
- ====================
- idRenderModelOverlay::FreeSurface
- ====================
- */
- void idRenderModelOverlay::FreeSurface( overlaySurface_t *surface ) {
- if ( surface->verts ) {
- Mem_Free( surface->verts );
- }
- if ( surface->indexes ) {
- Mem_Free( surface->indexes );
- }
- Mem_Free( surface );
- }
- /*
- =====================
- idRenderModelOverlay::CreateOverlay
- This projects on both front and back sides to avoid seams
- The material should be clamped, because entire triangles are added, some of which
- may extend well past the 0.0 to 1.0 texture range
- =====================
- */
- void idRenderModelOverlay::CreateOverlay( const idRenderModel *model, const idPlane localTextureAxis[2], const idMaterial *mtr ) {
- int i, maxVerts, maxIndexes, surfNum;
- idRenderModelOverlay *overlay = NULL;
- // count up the maximum possible vertices and indexes per surface
- maxVerts = 0;
- maxIndexes = 0;
- for ( surfNum = 0; surfNum < model->NumSurfaces(); surfNum++ ) {
- const modelSurface_t *surf = model->Surface( surfNum );
- if ( surf->geometry->numVerts > maxVerts ) {
- maxVerts = surf->geometry->numVerts;
- }
- if ( surf->geometry->numIndexes > maxIndexes ) {
- maxIndexes = surf->geometry->numIndexes;
- }
- }
- // make temporary buffers for the building process
- overlayVertex_t *overlayVerts = (overlayVertex_t *)_alloca( maxVerts * sizeof( *overlayVerts ) );
- glIndex_t *overlayIndexes = (glIndex_t *)_alloca16( maxIndexes * sizeof( *overlayIndexes ) );
- // pull out the triangles we need from the base surfaces
- for ( surfNum = 0; surfNum < model->NumBaseSurfaces(); surfNum++ ) {
- const modelSurface_t *surf = model->Surface( surfNum );
- float d;
- if ( !surf->geometry || !surf->shader ) {
- continue;
- }
- // some surfaces can explicitly disallow overlays
- if ( !surf->shader->AllowOverlays() ) {
- continue;
- }
- const srfTriangles_t *stri = surf->geometry;
- // try to cull the whole surface along the first texture axis
- d = stri->bounds.PlaneDistance( localTextureAxis[0] );
- if ( d < 0.0f || d > 1.0f ) {
- continue;
- }
- // try to cull the whole surface along the second texture axis
- d = stri->bounds.PlaneDistance( localTextureAxis[1] );
- if ( d < 0.0f || d > 1.0f ) {
- continue;
- }
- byte *cullBits = (byte *)_alloca16( stri->numVerts * sizeof( cullBits[0] ) );
- idVec2 *texCoords = (idVec2 *)_alloca16( stri->numVerts * sizeof( texCoords[0] ) );
- SIMDProcessor->OverlayPointCull( cullBits, texCoords, localTextureAxis, stri->verts, stri->numVerts );
- glIndex_t *vertexRemap = (glIndex_t *)_alloca16( sizeof( vertexRemap[0] ) * stri->numVerts );
- SIMDProcessor->Memset( vertexRemap, -1, sizeof( vertexRemap[0] ) * stri->numVerts );
- // find triangles that need the overlay
- int numVerts = 0;
- int numIndexes = 0;
- int triNum = 0;
- for ( int index = 0; index < stri->numIndexes; index += 3, triNum++ ) {
- int v1 = stri->indexes[index+0];
- int v2 = stri->indexes[index+1];
- int v3 = stri->indexes[index+2];
- // skip triangles completely off one side
- if ( cullBits[v1] & cullBits[v2] & cullBits[v3] ) {
- continue;
- }
- // we could do more precise triangle culling, like the light interaction does, if desired
- // keep this triangle
- for ( int vnum = 0; vnum < 3; vnum++ ) {
- int ind = stri->indexes[index+vnum];
- if ( vertexRemap[ind] == (glIndex_t)-1 ) {
- vertexRemap[ind] = numVerts;
- overlayVerts[numVerts].vertexNum = ind;
- overlayVerts[numVerts].st[0] = texCoords[ind][0];
- overlayVerts[numVerts].st[1] = texCoords[ind][1];
- numVerts++;
- }
- overlayIndexes[numIndexes++] = vertexRemap[ind];
- }
- }
- if ( !numIndexes ) {
- continue;
- }
- overlaySurface_t *s = (overlaySurface_t *) Mem_Alloc( sizeof( overlaySurface_t ) );
- s->surfaceNum = surfNum;
- s->surfaceId = surf->id;
- s->verts = (overlayVertex_t *)Mem_Alloc( numVerts * sizeof( s->verts[0] ) );
- memcpy( s->verts, overlayVerts, numVerts * sizeof( s->verts[0] ) );
- s->numVerts = numVerts;
- s->indexes = (glIndex_t *)Mem_Alloc( numIndexes * sizeof( s->indexes[0] ) );
- memcpy( s->indexes, overlayIndexes, numIndexes * sizeof( s->indexes[0] ) );
- s->numIndexes = numIndexes;
- for ( i = 0; i < materials.Num(); i++ ) {
- if ( materials[i]->material == mtr ) {
- break;
- }
- }
- if ( i < materials.Num() ) {
- materials[i]->surfaces.Append( s );
- } else {
- overlayMaterial_t *mat = new overlayMaterial_t;
- mat->material = mtr;
- mat->surfaces.Append( s );
- materials.Append( mat );
- }
- }
- // remove the oldest overlay surfaces if there are too many per material
- for ( i = 0; i < materials.Num(); i++ ) {
- while( materials[i]->surfaces.Num() > MAX_OVERLAY_SURFACES ) {
- FreeSurface( materials[i]->surfaces[0] );
- materials[i]->surfaces.RemoveIndex( 0 );
- }
- }
- }
- /*
- ====================
- idRenderModelOverlay::AddOverlaySurfacesToModel
- ====================
- */
- void idRenderModelOverlay::AddOverlaySurfacesToModel( idRenderModel *baseModel ) {
- int i, j, k, numVerts, numIndexes, surfaceNum;
- const modelSurface_t *baseSurf;
- idRenderModelStatic *staticModel;
- overlaySurface_t *surf;
- srfTriangles_t *newTri;
- modelSurface_t *newSurf;
- if ( baseModel == NULL || baseModel->IsDefaultModel() ) {
- return;
- }
- // md5 models won't have any surfaces when r_showSkel is set
- if ( !baseModel->NumSurfaces() ) {
- return;
- }
- if ( baseModel->IsDynamicModel() != DM_STATIC ) {
- common->Error( "idRenderModelOverlay::AddOverlaySurfacesToModel: baseModel is not a static model" );
- }
- assert( dynamic_cast<idRenderModelStatic *>(baseModel) != NULL );
- staticModel = static_cast<idRenderModelStatic *>(baseModel);
- staticModel->overlaysAdded = 0;
- if ( !materials.Num() ) {
- staticModel->DeleteSurfacesWithNegativeId();
- return;
- }
- for ( k = 0; k < materials.Num(); k++ ) {
- numVerts = numIndexes = 0;
- for ( i = 0; i < materials[k]->surfaces.Num(); i++ ) {
- numVerts += materials[k]->surfaces[i]->numVerts;
- numIndexes += materials[k]->surfaces[i]->numIndexes;
- }
- if ( staticModel->FindSurfaceWithId( -1 - k, surfaceNum ) ) {
- newSurf = &staticModel->surfaces[surfaceNum];
- } else {
- newSurf = &staticModel->surfaces.Alloc();
- newSurf->geometry = NULL;
- newSurf->shader = materials[k]->material;
- newSurf->id = -1 - k;
- }
- if ( newSurf->geometry == NULL || newSurf->geometry->numVerts < numVerts || newSurf->geometry->numIndexes < numIndexes ) {
- R_FreeStaticTriSurf( newSurf->geometry );
- newSurf->geometry = R_AllocStaticTriSurf();
- R_AllocStaticTriSurfVerts( newSurf->geometry, numVerts );
- R_AllocStaticTriSurfIndexes( newSurf->geometry, numIndexes );
- SIMDProcessor->Memset( newSurf->geometry->verts, 0, numVerts * sizeof( newTri->verts[0] ) );
- } else {
- R_FreeStaticTriSurfVertexCaches( newSurf->geometry );
- }
- newTri = newSurf->geometry;
- numVerts = numIndexes = 0;
- for ( i = 0; i < materials[k]->surfaces.Num(); i++ ) {
- surf = materials[k]->surfaces[i];
- // get the model surface for this overlay surface
- if ( surf->surfaceNum < staticModel->NumSurfaces() ) {
- baseSurf = staticModel->Surface( surf->surfaceNum );
- } else {
- baseSurf = NULL;
- }
- // if the surface ids no longer match
- if ( !baseSurf || baseSurf->id != surf->surfaceId ) {
- // find the surface with the correct id
- if ( staticModel->FindSurfaceWithId( surf->surfaceId, surf->surfaceNum ) ) {
- baseSurf = staticModel->Surface( surf->surfaceNum );
- } else {
- // the surface with this id no longer exists
- FreeSurface( surf );
- materials[k]->surfaces.RemoveIndex( i );
- i--;
- continue;
- }
- }
- // copy indexes;
- for ( j = 0; j < surf->numIndexes; j++ ) {
- newTri->indexes[numIndexes + j] = numVerts + surf->indexes[j];
- }
- numIndexes += surf->numIndexes;
- // copy vertices
- for ( j = 0; j < surf->numVerts; j++ ) {
- overlayVertex_t *overlayVert = &surf->verts[j];
- newTri->verts[numVerts].st[0] = overlayVert->st[0];
- newTri->verts[numVerts].st[1] = overlayVert->st[1];
- if ( overlayVert->vertexNum >= baseSurf->geometry->numVerts ) {
- // This can happen when playing a demofile and a model has been changed since it was recorded, so just issue a warning and go on.
- common->Warning( "idRenderModelOverlay::AddOverlaySurfacesToModel: overlay vertex out of range. Model has probably changed since generating the overlay." );
- FreeSurface( surf );
- materials[k]->surfaces.RemoveIndex( i );
- staticModel->DeleteSurfaceWithId( newSurf->id );
- return;
- }
- newTri->verts[numVerts].xyz = baseSurf->geometry->verts[overlayVert->vertexNum].xyz;
- numVerts++;
- }
- }
- newTri->numVerts = numVerts;
- newTri->numIndexes = numIndexes;
- R_BoundTriSurf( newTri );
- staticModel->overlaysAdded++; // so we don't create an overlay on an overlay surface
- }
- }
- /*
- ====================
- idRenderModelOverlay::RemoveOverlaySurfacesFromModel
- ====================
- */
- void idRenderModelOverlay::RemoveOverlaySurfacesFromModel( idRenderModel *baseModel ) {
- idRenderModelStatic *staticModel;
- assert( dynamic_cast<idRenderModelStatic *>(baseModel) != NULL );
- staticModel = static_cast<idRenderModelStatic *>(baseModel);
- staticModel->DeleteSurfacesWithNegativeId();
- staticModel->overlaysAdded = 0;
- }
- /*
- ====================
- idRenderModelOverlay::ReadFromDemoFile
- ====================
- */
- void idRenderModelOverlay::ReadFromDemoFile( idDemoFile *f ) {
- // FIXME: implement
- }
- /*
- ====================
- idRenderModelOverlay::WriteToDemoFile
- ====================
- */
- void idRenderModelOverlay::WriteToDemoFile( idDemoFile *f ) const {
- // FIXME: implement
- }
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