123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809 |
- /*
- ===========================================================================
- 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.
- ===========================================================================
- */
- #pragma hdrstop
- #include "../idlib/precompiled.h"
- #include "tr_local.h"
- #include "Model_local.h"
- #include "../idlib/geometry/DrawVert_intrinsics.h"
- // decalFade filter 5 0.1
- // polygonOffset
- // {
- // map invertColor( textures/splat )
- // blend GL_ZERO GL_ONE_MINUS_SRC
- // vertexColor
- // clamp
- // }
- /*
- ==================
- idRenderModelDecal::idRenderModelDecal
- ==================
- */
- idRenderModelDecal::idRenderModelDecal() :
- firstDecal( 0 ),
- nextDecal( 0 ),
- firstDeferredDecal( 0 ),
- nextDeferredDecal( 0 ),
- numDecalMaterials( 0 ) {
- }
- /*
- ==================
- idRenderModelDecal::~idRenderModelDecal
- ==================
- */
- idRenderModelDecal::~idRenderModelDecal() {
- }
- /*
- =================
- idRenderModelDecal::CreateProjectionParms
- =================
- */
- bool idRenderModelDecal::CreateProjectionParms( decalProjectionParms_t &parms, const idFixedWinding &winding, const idVec3 &projectionOrigin, const bool parallel, const float fadeDepth, const idMaterial *material, const int startTime ) {
- if ( winding.GetNumPoints() != NUM_DECAL_BOUNDING_PLANES - 2 ) {
- common->Printf( "idRenderModelDecal::CreateProjectionInfo: winding must have %d points\n", NUM_DECAL_BOUNDING_PLANES - 2 );
- return false;
- }
- assert( material != NULL );
- parms.projectionOrigin = projectionOrigin;
- parms.material = material;
- parms.parallel = parallel;
- parms.fadeDepth = fadeDepth;
- parms.startTime = startTime;
- parms.force = false;
- // get the winding plane and the depth of the projection volume
- idPlane windingPlane;
- winding.GetPlane( windingPlane );
- float depth = windingPlane.Distance( projectionOrigin );
- // find the bounds for the projection
- winding.GetBounds( parms.projectionBounds );
- if ( parallel ) {
- parms.projectionBounds.ExpandSelf( depth );
- } else {
- parms.projectionBounds.AddPoint( projectionOrigin );
- }
- // calculate the world space projection volume bounding planes, positive sides face outside the decal
- if ( parallel ) {
- for ( int i = 0; i < winding.GetNumPoints(); i++ ) {
- idVec3 edge = winding[( i + 1 ) % winding.GetNumPoints()].ToVec3() - winding[i].ToVec3();
- parms.boundingPlanes[i].Normal().Cross( windingPlane.Normal(), edge );
- parms.boundingPlanes[i].Normalize();
- parms.boundingPlanes[i].FitThroughPoint( winding[i].ToVec3() );
- }
- } else {
- for ( int i = 0; i < winding.GetNumPoints(); i++ ) {
- parms.boundingPlanes[i].FromPoints( projectionOrigin, winding[i].ToVec3(), winding[(i+1)%winding.GetNumPoints()].ToVec3() );
- }
- }
- parms.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 2] = windingPlane;
- parms.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 2][3] -= depth;
- parms.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 1] = -windingPlane;
- // fades will be from these plane
- parms.fadePlanes[0] = windingPlane;
- parms.fadePlanes[0][3] -= fadeDepth;
- parms.fadePlanes[1] = -windingPlane;
- parms.fadePlanes[1][3] += depth - fadeDepth;
- // calculate the texture vectors for the winding
- float len, texArea, inva;
- idVec3 temp;
- idVec5 d0, d1;
- const idVec5 &a = winding[0];
- const idVec5 &b = winding[1];
- const idVec5 &c = winding[2];
- d0 = b.ToVec3() - a.ToVec3();
- d0.s = b.s - a.s;
- d0.t = b.t - a.t;
- d1 = c.ToVec3() - a.ToVec3();
- d1.s = c.s - a.s;
- d1.t = c.t - a.t;
- texArea = ( d0[3] * d1[4] ) - ( d0[4] * d1[3] );
- inva = 1.0f / texArea;
- temp[0] = ( d0[0] * d1[4] - d0[4] * d1[0] ) * inva;
- temp[1] = ( d0[1] * d1[4] - d0[4] * d1[1] ) * inva;
- temp[2] = ( d0[2] * d1[4] - d0[4] * d1[2] ) * inva;
- len = temp.Normalize();
- parms.textureAxis[0].Normal() = temp * ( 1.0f / len );
- parms.textureAxis[0][3] = winding[0].s - ( winding[0].ToVec3() * parms.textureAxis[0].Normal() );
- temp[0] = ( d0[3] * d1[0] - d0[0] * d1[3] ) * inva;
- temp[1] = ( d0[3] * d1[1] - d0[1] * d1[3] ) * inva;
- temp[2] = ( d0[3] * d1[2] - d0[2] * d1[3] ) * inva;
- len = temp.Normalize();
- parms.textureAxis[1].Normal() = temp * ( 1.0f / len );
- parms.textureAxis[1][3] = winding[0].t - ( winding[0].ToVec3() * parms.textureAxis[1].Normal() );
- return true;
- }
- /*
- =================
- idRenderModelDecal::GlobalProjectionParmsToLocal
- =================
- */
- void idRenderModelDecal::GlobalProjectionParmsToLocal( decalProjectionParms_t &localParms, const decalProjectionParms_t &globalParms, const idVec3 &origin, const idMat3 &axis ) {
- float modelMatrix[16];
- R_AxisToModelMatrix( axis, origin, modelMatrix );
- for ( int j = 0; j < NUM_DECAL_BOUNDING_PLANES; j++ ) {
- R_GlobalPlaneToLocal( modelMatrix, globalParms.boundingPlanes[j], localParms.boundingPlanes[j] );
- }
- R_GlobalPlaneToLocal( modelMatrix, globalParms.fadePlanes[0], localParms.fadePlanes[0] );
- R_GlobalPlaneToLocal( modelMatrix, globalParms.fadePlanes[1], localParms.fadePlanes[1] );
- R_GlobalPlaneToLocal( modelMatrix, globalParms.textureAxis[0], localParms.textureAxis[0] );
- R_GlobalPlaneToLocal( modelMatrix, globalParms.textureAxis[1], localParms.textureAxis[1] );
- R_GlobalPointToLocal( modelMatrix, globalParms.projectionOrigin, localParms.projectionOrigin );
- localParms.projectionBounds = globalParms.projectionBounds;
- localParms.projectionBounds.TranslateSelf( -origin );
- localParms.projectionBounds.RotateSelf( axis.Transpose() );
- localParms.material = globalParms.material;
- localParms.parallel = globalParms.parallel;
- localParms.fadeDepth = globalParms.fadeDepth;
- localParms.startTime = globalParms.startTime;
- localParms.force = globalParms.force;
- }
- /*
- =================
- idRenderModelDecal::ReUse
- =================
- */
- void idRenderModelDecal::ReUse() {
- firstDecal = 0;
- nextDecal = 0;
- firstDeferredDecal = 0;
- nextDeferredDecal = 0;
- numDecalMaterials = 0;
- }
- /*
- =================
- idRenderModelDecal::CreateDecalFromWinding
- =================
- */
- void idRenderModelDecal::CreateDecalFromWinding( const idWinding &w, const idMaterial *decalMaterial, const idPlane fadePlanes[2], float fadeDepth, int startTime ) {
- // Often we are appending a new triangle to an existing decal, so merge with the previous decal if possible
- int decalIndex = ( nextDecal - 1 ) & ( MAX_DECALS - 1 );
- if ( decalIndex >= 0
- && decals[decalIndex].material == decalMaterial
- && decals[decalIndex].startTime == startTime
- && decals[decalIndex].numVerts + w.GetNumPoints() <= MAX_DECAL_VERTS
- && decals[decalIndex].numIndexes + 3 * ( w.GetNumPoints() - 2 ) <= MAX_DECAL_INDEXES ) {
- } else {
- decalIndex = nextDecal++ & ( MAX_DECALS - 1 );
- decals[decalIndex].material = decalMaterial;
- decals[decalIndex].startTime = startTime;
- decals[decalIndex].numVerts = 0;
- decals[decalIndex].numIndexes = 0;
- assert( w.GetNumPoints() <= MAX_DECAL_VERTS );
- if ( nextDecal - firstDecal > MAX_DECALS ) {
- firstDecal = nextDecal - MAX_DECALS;
- }
- }
- decal_t & decal = decals[decalIndex];
- const float invFadeDepth = -1.0f / fadeDepth;
- int firstVert = decal.numVerts;
- // create the vertices
- for ( int i = 0; i < w.GetNumPoints(); i++ ) {
- float depthFade = fadePlanes[0].Distance( w[i].ToVec3() ) * invFadeDepth;
- if ( depthFade < 0.0f ) {
- depthFade = fadePlanes[1].Distance( w[i].ToVec3() ) * invFadeDepth;
- }
- if ( depthFade < 0.0f ) {
- depthFade = 0.0f;
- } else if ( depthFade > 0.99f ) {
- depthFade = 1.0f;
- }
- decal.vertDepthFade[decal.numVerts] = 1.0f - depthFade;
- decal.verts[decal.numVerts].Clear();
- decal.verts[decal.numVerts].xyz = w[i].ToVec3();
- decal.verts[decal.numVerts].SetTexCoord( w[i].s, w[i].t );
- decal.numVerts++;
- }
- // create the indexes
- for ( int i = 2; i < w.GetNumPoints(); i++ ) {
- assert( decal.numIndexes + 3 <= MAX_DECAL_INDEXES );
- decal.indexes[decal.numIndexes + 0] = firstVert;
- decal.indexes[decal.numIndexes + 1] = firstVert + i - 1;
- decal.indexes[decal.numIndexes + 2] = firstVert + i;
- decal.numIndexes += 3;
- }
- // add degenerate triangles until the index size is a multiple of 16 bytes
- for ( ; ( ( ( decal.numIndexes * sizeof( triIndex_t ) ) & 15 ) != 0 ); decal.numIndexes += 3 ) {
- assert( decal.numIndexes + 3 <= MAX_DECAL_INDEXES );
- decal.indexes[decal.numIndexes + 0] = 0;
- decal.indexes[decal.numIndexes + 1] = 0;
- decal.indexes[decal.numIndexes + 2] = 0;
- }
- }
- /*
- ============
- R_DecalPointCullStatic
- ============
- */
- static void R_DecalPointCullStatic( byte * cullBits, const idPlane * planes, const idDrawVert * verts, const int numVerts ) {
- assert_16_byte_aligned( cullBits );
- assert_16_byte_aligned( verts );
- #ifdef ID_WIN_X86_SSE2_INTRIN
- idODSStreamedArray< idDrawVert, 16, SBT_DOUBLE, 4 > vertsODS( verts, numVerts );
- const __m128 vector_float_zero = { 0.0f, 0.0f, 0.0f, 0.0f };
- const __m128i vector_int_mask0 = _mm_set1_epi32( 1 << 0 );
- const __m128i vector_int_mask1 = _mm_set1_epi32( 1 << 1 );
- const __m128i vector_int_mask2 = _mm_set1_epi32( 1 << 2 );
- const __m128i vector_int_mask3 = _mm_set1_epi32( 1 << 3 );
- const __m128i vector_int_mask4 = _mm_set1_epi32( 1 << 4 );
- const __m128i vector_int_mask5 = _mm_set1_epi32( 1 << 5 );
- const __m128 p0 = _mm_loadu_ps( planes[0].ToFloatPtr() );
- const __m128 p1 = _mm_loadu_ps( planes[1].ToFloatPtr() );
- const __m128 p2 = _mm_loadu_ps( planes[2].ToFloatPtr() );
- const __m128 p3 = _mm_loadu_ps( planes[3].ToFloatPtr() );
- const __m128 p4 = _mm_loadu_ps( planes[4].ToFloatPtr() );
- const __m128 p5 = _mm_loadu_ps( planes[5].ToFloatPtr() );
- const __m128 p0X = _mm_splat_ps( p0, 0 );
- const __m128 p0Y = _mm_splat_ps( p0, 1 );
- const __m128 p0Z = _mm_splat_ps( p0, 2 );
- const __m128 p0W = _mm_splat_ps( p0, 3 );
- const __m128 p1X = _mm_splat_ps( p1, 0 );
- const __m128 p1Y = _mm_splat_ps( p1, 1 );
- const __m128 p1Z = _mm_splat_ps( p1, 2 );
- const __m128 p1W = _mm_splat_ps( p1, 3 );
- const __m128 p2X = _mm_splat_ps( p2, 0 );
- const __m128 p2Y = _mm_splat_ps( p2, 1 );
- const __m128 p2Z = _mm_splat_ps( p2, 2 );
- const __m128 p2W = _mm_splat_ps( p2, 3 );
- const __m128 p3X = _mm_splat_ps( p3, 0 );
- const __m128 p3Y = _mm_splat_ps( p3, 1 );
- const __m128 p3Z = _mm_splat_ps( p3, 2 );
- const __m128 p3W = _mm_splat_ps( p3, 3 );
- const __m128 p4X = _mm_splat_ps( p4, 0 );
- const __m128 p4Y = _mm_splat_ps( p4, 1 );
- const __m128 p4Z = _mm_splat_ps( p4, 2 );
- const __m128 p4W = _mm_splat_ps( p4, 3 );
- const __m128 p5X = _mm_splat_ps( p5, 0 );
- const __m128 p5Y = _mm_splat_ps( p5, 1 );
- const __m128 p5Z = _mm_splat_ps( p5, 2 );
- const __m128 p5W = _mm_splat_ps( p5, 3 );
- for ( int i = 0; i < numVerts; ) {
- const int nextNumVerts = vertsODS.FetchNextBatch() - 4;
- for ( ; i <= nextNumVerts; i += 4 ) {
- const __m128 v0 = _mm_load_ps( vertsODS[i + 0].xyz.ToFloatPtr() );
- const __m128 v1 = _mm_load_ps( vertsODS[i + 1].xyz.ToFloatPtr() );
- const __m128 v2 = _mm_load_ps( vertsODS[i + 2].xyz.ToFloatPtr() );
- const __m128 v3 = _mm_load_ps( vertsODS[i + 3].xyz.ToFloatPtr() );
- const __m128 r0 = _mm_unpacklo_ps( v0, v2 ); // v0.x, v2.x, v0.z, v2.z
- const __m128 r1 = _mm_unpackhi_ps( v0, v2 ); // v0.y, v2.y, v0.w, v2.w
- const __m128 r2 = _mm_unpacklo_ps( v1, v3 ); // v1.x, v3.x, v1.z, v3.z
- const __m128 r3 = _mm_unpackhi_ps( v1, v3 ); // v1.y, v3.y, v1.w, v3.w
- const __m128 vX = _mm_unpacklo_ps( r0, r2 ); // v0.x, v1.x, v2.x, v3.x
- const __m128 vY = _mm_unpackhi_ps( r0, r2 ); // v0.y, v1.y, v2.y, v3.y
- const __m128 vZ = _mm_unpacklo_ps( r1, r3 ); // v0.z, v1.z, v2.z, v3.z
- const __m128 d0 = _mm_madd_ps( vX, p0X, _mm_madd_ps( vY, p0Y, _mm_madd_ps( vZ, p0Z, p0W ) ) );
- const __m128 d1 = _mm_madd_ps( vX, p1X, _mm_madd_ps( vY, p1Y, _mm_madd_ps( vZ, p1Z, p1W ) ) );
- const __m128 d2 = _mm_madd_ps( vX, p2X, _mm_madd_ps( vY, p2Y, _mm_madd_ps( vZ, p2Z, p2W ) ) );
- const __m128 d3 = _mm_madd_ps( vX, p3X, _mm_madd_ps( vY, p3Y, _mm_madd_ps( vZ, p3Z, p3W ) ) );
- const __m128 d4 = _mm_madd_ps( vX, p4X, _mm_madd_ps( vY, p4Y, _mm_madd_ps( vZ, p4Z, p4W ) ) );
- const __m128 d5 = _mm_madd_ps( vX, p5X, _mm_madd_ps( vY, p5Y, _mm_madd_ps( vZ, p5Z, p5W ) ) );
- __m128i c0 = __m128c( _mm_cmpgt_ps( d0, vector_float_zero ) );
- __m128i c1 = __m128c( _mm_cmpgt_ps( d1, vector_float_zero ) );
- __m128i c2 = __m128c( _mm_cmpgt_ps( d2, vector_float_zero ) );
- __m128i c3 = __m128c( _mm_cmpgt_ps( d3, vector_float_zero ) );
- __m128i c4 = __m128c( _mm_cmpgt_ps( d4, vector_float_zero ) );
- __m128i c5 = __m128c( _mm_cmpgt_ps( d5, vector_float_zero ) );
- c0 = _mm_and_si128( c0, vector_int_mask0 );
- c1 = _mm_and_si128( c1, vector_int_mask1 );
- c2 = _mm_and_si128( c2, vector_int_mask2 );
- c3 = _mm_and_si128( c3, vector_int_mask3 );
- c4 = _mm_and_si128( c4, vector_int_mask4 );
- c5 = _mm_and_si128( c5, vector_int_mask5 );
- c0 = _mm_or_si128( c0, c1 );
- c2 = _mm_or_si128( c2, c3 );
- c4 = _mm_or_si128( c4, c5 );
- c0 = _mm_or_si128( c0, c2 );
- c0 = _mm_or_si128( c0, c4 );
- __m128i s0 = _mm_packs_epi32( c0, c0 );
- __m128i b0 = _mm_packus_epi16( s0, s0 );
- *(unsigned int *)&cullBits[i] = _mm_cvtsi128_si32( b0 );
- }
- }
- #else
- idODSStreamedArray< idDrawVert, 16, SBT_DOUBLE, 1 > vertsODS( verts, numVerts );
- for ( int i = 0; i < numVerts; ) {
- const int nextNumVerts = vertsODS.FetchNextBatch() - 1;
- for ( ; i <= nextNumVerts; i++ ) {
- const idVec3 & v = vertsODS[i].xyz;
- const float d0 = planes[0].Distance( v );
- const float d1 = planes[1].Distance( v );
- const float d2 = planes[2].Distance( v );
- const float d3 = planes[3].Distance( v );
- const float d4 = planes[4].Distance( v );
- const float d5 = planes[5].Distance( v );
- byte bits;
- bits = IEEE_FLT_SIGNBITNOTSET( d0 ) << 0;
- bits |= IEEE_FLT_SIGNBITNOTSET( d1 ) << 1;
- bits |= IEEE_FLT_SIGNBITNOTSET( d2 ) << 2;
- bits |= IEEE_FLT_SIGNBITNOTSET( d3 ) << 3;
- bits |= IEEE_FLT_SIGNBITNOTSET( d4 ) << 4;
- bits |= IEEE_FLT_SIGNBITNOTSET( d5 ) << 5;
- cullBits[i] = bits;
- }
- }
- #endif
- }
- /*
- =================
- idRenderModelDecal::CreateDecal
- =================
- */
- void idRenderModelDecal::CreateDecal( const idRenderModel *model, const decalProjectionParms_t &localParms ) {
- int maxVerts = 0;
- for ( int surfNum = 0; surfNum < model->NumSurfaces(); surfNum++ ) {
- const modelSurface_t *surf = model->Surface( surfNum );
- if ( surf->geometry != NULL && surf->shader != NULL ) {
- maxVerts = Max( maxVerts, surf->geometry->numVerts );
- }
- }
- idTempArray< byte > cullBits( ALIGN( maxVerts, 4 ) );
- // check all model surfaces
- for ( int surfNum = 0; surfNum < model->NumSurfaces(); surfNum++ ) {
- const modelSurface_t *surf = model->Surface( surfNum );
- // if no geometry or no shader
- if ( surf->geometry == NULL || surf->shader == NULL ) {
- continue;
- }
- // decals and overlays use the same rules
- if ( !localParms.force && !surf->shader->AllowOverlays() ) {
- continue;
- }
- srfTriangles_t *tri = surf->geometry;
- // if the triangle bounds do not overlap with the projection bounds
- if ( !localParms.projectionBounds.IntersectsBounds( tri->bounds ) ) {
- continue;
- }
- // decals don't work on animated models
- assert( tri->staticModelWithJoints == NULL );
- // catagorize all points by the planes
- R_DecalPointCullStatic( cullBits.Ptr(), localParms.boundingPlanes, tri->verts, tri->numVerts );
- // start streaming the indexes
- idODSStreamedArray< triIndex_t, 256, SBT_QUAD, 3 > indexesODS( tri->indexes, tri->numIndexes );
- // find triangles inside the projection volume
- for ( int i = 0; i < tri->numIndexes; ) {
- const int nextNumIndexes = indexesODS.FetchNextBatch() - 3;
- for ( ; i <= nextNumIndexes; i += 3 ) {
- const int i0 = indexesODS[i + 0];
- const int i1 = indexesODS[i + 1];
- const int i2 = indexesODS[i + 2];
- // skip triangles completely off one side
- if ( cullBits[i0] & cullBits[i1] & cullBits[i2] ) {
- continue;
- }
- const idDrawVert * verts[3] = {
- &tri->verts[i0],
- &tri->verts[i1],
- &tri->verts[i2]
- };
- // skip back facing triangles
- const idPlane plane( verts[0]->xyz, verts[1]->xyz, verts[2]->xyz );
- if ( plane.Normal() * localParms.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 2].Normal() < -0.1f ) {
- continue;
- }
- // create a winding with texture coordinates for the triangle
- idFixedWinding fw;
- fw.SetNumPoints( 3 );
- if ( localParms.parallel ) {
- for ( int j = 0; j < 3; j++ ) {
- fw[j] = verts[j]->xyz;
- fw[j].s = localParms.textureAxis[0].Distance( verts[j]->xyz );
- fw[j].t = localParms.textureAxis[1].Distance( verts[j]->xyz );
- }
- } else {
- for ( int j = 0; j < 3; j++ ) {
- const idVec3 dir = verts[j]->xyz - localParms.projectionOrigin;
- float scale;
- localParms.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 1].RayIntersection( verts[j]->xyz, dir, scale );
- const idVec3 intersection = verts[j]->xyz + scale * dir;
- fw[j] = verts[j]->xyz;
- fw[j].s = localParms.textureAxis[0].Distance( intersection );
- fw[j].t = localParms.textureAxis[1].Distance( intersection );
- }
- }
- const int orBits = cullBits[i0] | cullBits[i1] | cullBits[i2];
- // clip the exact surface triangle to the projection volume
- for ( int j = 0; j < NUM_DECAL_BOUNDING_PLANES; j++ ) {
- if ( ( orBits & ( 1 << j ) ) != 0 ) {
- if ( !fw.ClipInPlace( -localParms.boundingPlanes[j] ) ) {
- break;
- }
- }
- }
- // if there is a part of the triangle between the bounding planes then clip
- // the triangle based on depth and add decals for the depth faded parts
- if ( fw.GetNumPoints() != 0 ) {
- idFixedWinding back;
- if ( fw.Split( &back, localParms.fadePlanes[0], 0.1f ) == SIDE_CROSS ) {
- CreateDecalFromWinding( back, localParms.material, localParms.fadePlanes, localParms.fadeDepth, localParms.startTime );
- }
- if ( fw.Split( &back, localParms.fadePlanes[1], 0.1f ) == SIDE_CROSS ) {
- CreateDecalFromWinding( back, localParms.material, localParms.fadePlanes, localParms.fadeDepth, localParms.startTime );
- }
- CreateDecalFromWinding( fw, localParms.material, localParms.fadePlanes, localParms.fadeDepth, localParms.startTime );
- }
- }
- }
- }
- }
- /*
- =====================
- idRenderModelDecal::CreateDeferredDecals
- =====================
- */
- void idRenderModelDecal::CreateDeferredDecals( const idRenderModel *model ) {
- for ( unsigned int i = firstDeferredDecal; i < nextDeferredDecal; i++ ) {
- decalProjectionParms_t & parms = deferredDecals[i & ( MAX_DEFERRED_DECALS - 1 )];
- if ( parms.startTime > tr.viewDef->renderView.time[0] - DEFFERED_DECAL_TIMEOUT ) {
- CreateDecal( model, parms );
- }
- }
- firstDeferredDecal = 0;
- nextDeferredDecal = 0;
- }
- /*
- =====================
- idRenderModelDecal::AddDeferredDecal
- =====================
- */
- void idRenderModelDecal::AddDeferredDecal( const decalProjectionParms_t &localParms ) {
- deferredDecals[nextDeferredDecal++ & ( MAX_DEFERRED_DECALS - 1 )] = localParms;
- if ( nextDeferredDecal - firstDeferredDecal > MAX_DEFERRED_DECALS ) {
- firstDeferredDecal = nextDeferredDecal - MAX_DEFERRED_DECALS;
- }
- }
- /*
- =====================
- idRenderModelDecal::RemoveFadedDecals
- =====================
- */
- void idRenderModelDecal::RemoveFadedDecals( int time ) {
- for ( unsigned int i = firstDecal; i < nextDecal; i++ ) {
- decal_t & decal = decals[i & ( MAX_DECALS - 1 )];
- const decalInfo_t decalInfo = decal.material->GetDecalInfo();
- const int minTime = time - ( decalInfo.stayTime + decalInfo.fadeTime );
- if ( decal.startTime <= minTime ) {
- decal.numVerts = 0;
- decal.numIndexes = 0;
- if ( i == firstDecal ) {
- firstDecal++;
- }
- }
- }
- if ( firstDecal == nextDecal ) {
- firstDecal = 0;
- nextDecal = 0;
- }
- }
- /*
- =====================
- R_CopyDecalSurface
- =====================
- */
- static void R_CopyDecalSurface( idDrawVert * verts, int numVerts, triIndex_t * indexes, int numIndexes,
- const decal_t * decal, const float fadeColor[4] ) {
- assert_16_byte_aligned( &verts[numVerts] );
- assert_16_byte_aligned( &indexes[numIndexes] );
- assert_16_byte_aligned( decal->indexes );
- assert_16_byte_aligned( decal->verts );
- assert( ( ( decal->numVerts * sizeof( idDrawVert ) ) & 15 ) == 0 );
- assert( ( ( decal->numIndexes * sizeof( triIndex_t ) ) & 15 ) == 0 );
- assert_16_byte_aligned( fadeColor );
- #ifdef ID_WIN_X86_SSE2_INTRIN
- const __m128i vector_int_num_verts = _mm_shuffle_epi32( _mm_cvtsi32_si128( numVerts ), 0 );
- const __m128i vector_short_num_verts = _mm_packs_epi32( vector_int_num_verts, vector_int_num_verts );
- const __m128 vector_fade_color = _mm_load_ps( fadeColor );
- const __m128i vector_color_mask = _mm_set_epi32( 0, -1, 0, 0 );
- // copy vertices and apply depth/time based fading
- assert_offsetof( idDrawVert, color, 6 * 4 );
- for ( int i = 0; i < decal->numVerts; i++ ) {
- const idDrawVert &srcVert = decal->verts[i];
- idDrawVert &dstVert = verts[numVerts + i];
- __m128i v0 = _mm_load_si128( (const __m128i *)( (byte *)&srcVert + 0 ) );
- __m128i v1 = _mm_load_si128( (const __m128i *)( (byte *)&srcVert + 16 ) );
- __m128 depthFade = _mm_splat_ps( _mm_load_ss( decal->vertDepthFade + i ), 0 );
- __m128 timeDepthFade = _mm_mul_ps( depthFade, vector_fade_color );
- __m128i colorInt = _mm_cvtps_epi32( timeDepthFade );
- __m128i colorShort = _mm_packs_epi32( colorInt, colorInt );
- __m128i colorByte = _mm_packus_epi16( colorShort, colorShort );
- v1 = _mm_or_si128( v1, _mm_and_si128( colorByte, vector_color_mask ) );
- _mm_stream_si128( (__m128i *)( (byte *)&dstVert + 0 ), v0 );
- _mm_stream_si128( (__m128i *)( (byte *)&dstVert + 16 ), v1 );
- }
- // copy indexes
- assert( ( decal->numIndexes & 7 ) == 0 );
- assert( sizeof( triIndex_t ) == 2 );
- for ( int i = 0; i < decal->numIndexes; i += 8 ) {
- __m128i vi = _mm_load_si128( (const __m128i *)&decal->indexes[i] );
- vi = _mm_add_epi16( vi, vector_short_num_verts );
- _mm_stream_si128( (__m128i *)&indexes[numIndexes + i], vi );
- }
- _mm_sfence();
- #else
- // copy vertices and apply depth/time based fading
- for ( int i = 0; i < decal->numVerts; i++ ) {
- // NOTE: bad out-of-order write-combined write, SIMD code does the right thing
- verts[numVerts + i] = decal->verts[i];
- for ( int j = 0; j < 4; j++ ) {
- verts[numVerts + i].color[j] = idMath::Ftob( fadeColor[j] * decal->vertDepthFade[i] );
- }
- }
- // copy indices
- assert( ( decal->numIndexes & 1 ) == 0 );
- for ( int i = 0; i < decal->numIndexes; i += 2 ) {
- assert( decal->indexes[i + 0] < decal->numVerts && decal->indexes[i + 1] < decal->numVerts );
- WriteIndexPair( &indexes[numIndexes + i], numVerts + decal->indexes[i + 0], numVerts + decal->indexes[i + 1] );
- }
- #endif
- }
- /*
- =====================
- idRenderModelDecal::GetNumDecalDrawSurfs
- =====================
- */
- unsigned int idRenderModelDecal::GetNumDecalDrawSurfs() {
- numDecalMaterials = 0;
- for ( unsigned int i = firstDecal; i < nextDecal; i++ ) {
- const decal_t & decal = decals[i & ( MAX_DECALS - 1 )];
- unsigned int j = 0;
- for ( ; j < numDecalMaterials; j++ ) {
- if ( decalMaterials[j] == decal.material ) {
- break;
- }
- }
- if ( j >= numDecalMaterials ) {
- decalMaterials[numDecalMaterials++] = decal.material;
- }
- }
- return numDecalMaterials;
- }
- /*
- =====================
- idRenderModelDecal::CreateDecalDrawSurf
- =====================
- */
- drawSurf_t * idRenderModelDecal::CreateDecalDrawSurf( const viewEntity_t *space, unsigned int index ) {
- if ( index < 0 || index >= numDecalMaterials ) {
- return NULL;
- }
- const idMaterial * material = decalMaterials[index];
- int maxVerts = 0;
- int maxIndexes = 0;
- for ( unsigned int i = firstDecal; i < nextDecal; i++ ) {
- const decal_t & decal = decals[i & ( MAX_DECALS - 1 )];
- if ( decal.material == material ) {
- maxVerts += decal.numVerts;
- maxIndexes += decal.numIndexes;
- }
- }
- if ( maxVerts == 0 || maxIndexes == 0 ) {
- return NULL;
- }
- // create a new triangle surface in frame memory so it gets automatically disposed of
- srfTriangles_t *newTri = (srfTriangles_t *)R_ClearedFrameAlloc( sizeof( *newTri ), FRAME_ALLOC_SURFACE_TRIANGLES );
- newTri->numVerts = maxVerts;
- newTri->numIndexes = maxIndexes;
- newTri->ambientCache = vertexCache.AllocVertex( NULL, ALIGN( maxVerts * sizeof( idDrawVert ), VERTEX_CACHE_ALIGN ) );
- newTri->indexCache = vertexCache.AllocIndex( NULL, ALIGN( maxIndexes * sizeof( triIndex_t ), INDEX_CACHE_ALIGN ) );
- idDrawVert * mappedVerts = (idDrawVert *)vertexCache.MappedVertexBuffer( newTri->ambientCache );
- triIndex_t * mappedIndexes = (triIndex_t *)vertexCache.MappedIndexBuffer( newTri->indexCache );
- const decalInfo_t decalInfo = material->GetDecalInfo();
- const int maxTime = decalInfo.stayTime + decalInfo.fadeTime;
- const int time = tr.viewDef->renderView.time[0];
- int numVerts = 0;
- int numIndexes = 0;
- for ( unsigned int i = firstDecal; i < nextDecal; i++ ) {
- const decal_t & decal = decals[i & ( MAX_DECALS - 1 )];
- if ( decal.numVerts == 0 ) {
- if ( i == firstDecal ) {
- firstDecal++;
- }
- continue;
- }
- if ( decal.material != material ) {
- continue;
- }
- const int deltaTime = time - decal.startTime;
- const int fadeTime = deltaTime - decalInfo.stayTime;
- if ( deltaTime > maxTime ) {
- continue; // already completely faded away, but not yet removed
- }
- const float f = ( deltaTime > decalInfo.stayTime ) ? ( (float) fadeTime / decalInfo.fadeTime ) : 0.0f;
- ALIGNTYPE16 float fadeColor[4];
- for ( int j = 0; j < 4; j++ ) {
- fadeColor[j] = 255.0f * ( decalInfo.start[j] + ( decalInfo.end[j] - decalInfo.start[j] ) * f );
- }
- // use SIMD optimized routine to copy the vertices and indices directly to write-combined memory
- // this also applies any depth/time based fading while copying
- R_CopyDecalSurface( mappedVerts, numVerts, mappedIndexes, numIndexes, &decal, fadeColor );
- numVerts += decal.numVerts;
- numIndexes += decal.numIndexes;
- }
- newTri->numVerts = numVerts;
- newTri->numIndexes = numIndexes;
- // create the drawsurf
- drawSurf_t * drawSurf = (drawSurf_t *)R_FrameAlloc( sizeof( *drawSurf ), FRAME_ALLOC_DRAW_SURFACE );
- drawSurf->frontEndGeo = newTri;
- drawSurf->numIndexes = newTri->numIndexes;
- drawSurf->ambientCache = newTri->ambientCache;
- drawSurf->indexCache = newTri->indexCache;
- drawSurf->shadowCache = 0;
- drawSurf->jointCache = 0;
- drawSurf->space = space;
- drawSurf->scissorRect = space->scissorRect;
- drawSurf->extraGLState = 0;
- drawSurf->renderZFail = 0;
- R_SetupDrawSurfShader( drawSurf, material, &space->entityDef->parms );
- return drawSurf;
- }
- /*
- ====================
- idRenderModelDecal::ReadFromDemoFile
- ====================
- */
- void idRenderModelDecal::ReadFromDemoFile( idDemoFile *f ) {
- // FIXME: implement
- }
- /*
- ====================
- idRenderModelDecal::WriteToDemoFile
- ====================
- */
- void idRenderModelDecal::WriteToDemoFile( idDemoFile *f ) const {
- // FIXME: implement
- }
|