123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111 |
- /*
- ===========================================================================
- 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.
- ===========================================================================
- */
- #ifndef __MODELOVERLAY_H__
- #define __MODELOVERLAY_H__
- /*
- ===============================================================================
- Overlays are used for adding decals on top of dynamic models.
- Projects an overlay onto deformable geometry and can be added to
- a render entity to allow decals on top of dynamic models.
- This does not generate tangent vectors, so it can't be used with
- light interaction shaders. Materials for overlays should always
- be clamped, because the projected texcoords can run well off the
- texture since no new clip vertexes are generated.
- Overlays with common materials will be merged together, but additional
- overlays will be allocated as needed. The material should not be
- one that receives lighting, because no interactions are generated
- for these lightweight surfaces.
- ===============================================================================
- */
- static const int MAX_DEFERRED_OVERLAYS = 4;
- static const int DEFFERED_OVERLAY_TIMEOUT = 200; // don't create a overlay if it wasn't visible within the first 200 milliseconds
- static const int MAX_OVERLAYS = 8;
- compile_time_assert( CONST_ISPOWEROFTWO( MAX_OVERLAYS ) );
- struct overlayProjectionParms_t {
- idPlane localTextureAxis[2];
- const idMaterial * material;
- int startTime;
- };
- struct overlayVertex_t {
- int vertexNum;
- halfFloat_t st[2];
- };
- struct overlay_t {
- int surfaceNum;
- int surfaceId;
- int maxReferencedVertex;
- int numIndexes;
- triIndex_t * indexes;
- int numVerts;
- overlayVertex_t * verts;
- const idMaterial * material;
- };
- class idRenderModelOverlay {
- public:
- idRenderModelOverlay();
- ~idRenderModelOverlay();
- void ReUse();
- void AddDeferredOverlay( const overlayProjectionParms_t & localParms );
- void CreateDeferredOverlays( const idRenderModel * model );
- unsigned int GetNumOverlayDrawSurfs();
- struct drawSurf_t * CreateOverlayDrawSurf( const struct viewEntity_t *space, const idRenderModel *baseModel, unsigned int index );
- void ReadFromDemoFile( class idDemoFile *f );
- void WriteToDemoFile( class idDemoFile *f ) const;
- private:
- overlay_t overlays[MAX_OVERLAYS];
- unsigned int firstOverlay;
- unsigned int nextOverlay;
- overlayProjectionParms_t deferredOverlays[MAX_DEFERRED_OVERLAYS];
- unsigned int firstDeferredOverlay;
- unsigned int nextDeferredOverlay;
- const idMaterial * overlayMaterials[MAX_OVERLAYS];
- unsigned int numOverlayMaterials;
- void CreateOverlay( const idRenderModel *model, const idPlane localTextureAxis[2], const idMaterial *material );
- void FreeOverlay( overlay_t & overlay );
- };
- #endif /* !__MODELOVERLAY_H__ */
|