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- /*
- ===========================================================================
- 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"
- /*
- This is a simple dynamic model that just creates a stretched quad between
- two points that faces the view, like a dynamic deform tube.
- */
- static const char *beam_SnapshotName = "_beam_Snapshot_";
- /*
- ===============
- idRenderModelBeam::IsDynamicModel
- ===============
- */
- dynamicModel_t idRenderModelBeam::IsDynamicModel() const {
- return DM_CONTINUOUS; // regenerate for every view
- }
- /*
- ===============
- idRenderModelBeam::IsLoaded
- ===============
- */
- bool idRenderModelBeam::IsLoaded() const {
- return true; // don't ever need to load
- }
- /*
- ===============
- idRenderModelBeam::InstantiateDynamicModel
- ===============
- */
- idRenderModel *idRenderModelBeam::InstantiateDynamicModel( const struct renderEntity_s *renderEntity, const viewDef_t *viewDef, idRenderModel *cachedModel ) {
- idRenderModelStatic *staticModel;
- srfTriangles_t *tri;
- modelSurface_t surf;
- if ( cachedModel ) {
- 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(), beam_SnapshotName ) == 0 );
- staticModel = static_cast<idRenderModelStatic *>( cachedModel );
- surf = *staticModel->Surface( 0 );
- tri = surf.geometry;
- } else {
- staticModel = new (TAG_MODEL) idRenderModelStatic;
- staticModel->InitEmpty( beam_SnapshotName );
- tri = R_AllocStaticTriSurf();
- R_AllocStaticTriSurfVerts( tri, 4 );
- R_AllocStaticTriSurfIndexes( tri, 6 );
- tri->verts[0].Clear();
- tri->verts[0].SetTexCoord( 0, 0 );
-
- tri->verts[1].Clear();
- tri->verts[1].SetTexCoord( 0, 1 );
- tri->verts[2].Clear();
- tri->verts[2].SetTexCoord( 1, 0 );
- tri->verts[3].Clear();
- tri->verts[3].SetTexCoord( 1, 1 );
- tri->indexes[0] = 0;
- tri->indexes[1] = 2;
- tri->indexes[2] = 1;
- tri->indexes[3] = 2;
- tri->indexes[4] = 3;
- tri->indexes[5] = 1;
- tri->numVerts = 4;
- tri->numIndexes = 6;
- surf.geometry = tri;
- surf.id = 0;
- surf.shader = tr.defaultMaterial;
- staticModel->AddSurface( surf );
- }
- idVec3 target = *reinterpret_cast<const idVec3 *>( &renderEntity->shaderParms[SHADERPARM_BEAM_END_X] );
- // we need the view direction to project the minor axis of the tube
- // as the view changes
- idVec3 localView, localTarget;
- float modelMatrix[16];
- R_AxisToModelMatrix( renderEntity->axis, renderEntity->origin, modelMatrix );
- R_GlobalPointToLocal( modelMatrix, viewDef->renderView.vieworg, localView );
- R_GlobalPointToLocal( modelMatrix, target, localTarget );
- idVec3 major = localTarget;
- idVec3 minor;
- idVec3 mid = 0.5f * localTarget;
- idVec3 dir = mid - localView;
- minor.Cross( major, dir );
- minor.Normalize();
- if ( renderEntity->shaderParms[SHADERPARM_BEAM_WIDTH] != 0.0f ) {
- minor *= renderEntity->shaderParms[SHADERPARM_BEAM_WIDTH] * 0.5f;
- }
- int red = idMath::Ftoi( renderEntity->shaderParms[SHADERPARM_RED] * 255.0f );
- int green = idMath::Ftoi( renderEntity->shaderParms[SHADERPARM_GREEN] * 255.0f );
- int blue = idMath::Ftoi( renderEntity->shaderParms[SHADERPARM_BLUE] * 255.0f );
- int alpha = idMath::Ftoi( renderEntity->shaderParms[SHADERPARM_ALPHA] * 255.0f );
- tri->verts[0].xyz = minor;
- 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 = -minor;
- 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 = localTarget + minor;
- 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 = localTarget - minor;
- 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;
- }
- /*
- ===============
- idRenderModelBeam::Bounds
- ===============
- */
- idBounds idRenderModelBeam::Bounds( const struct renderEntity_s *renderEntity ) const {
- idBounds b;
- b.Zero();
- if ( !renderEntity ) {
- b.ExpandSelf( 8.0f );
- } else {
- idVec3 target = *reinterpret_cast<const idVec3 *>( &renderEntity->shaderParms[SHADERPARM_BEAM_END_X] );
- idVec3 localTarget;
- float modelMatrix[16];
- R_AxisToModelMatrix( renderEntity->axis, renderEntity->origin, modelMatrix );
- R_GlobalPointToLocal( modelMatrix, target, localTarget );
- b.AddPoint( localTarget );
- if ( renderEntity->shaderParms[SHADERPARM_BEAM_WIDTH] != 0.0f ) {
- b.ExpandSelf( renderEntity->shaderParms[SHADERPARM_BEAM_WIDTH] * 0.5f );
- }
- }
- return b;
- }
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