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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"
- /*
- ==========================================================================================
- GUI SURFACES
- ==========================================================================================
- */
- /*
- ================
- R_SurfaceToTextureAxis
- Calculates two axis for the surface such 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] ) {
- // find the bounds of the texture
- idVec2 boundsMin( 999999.0f, 999999.0f );
- idVec2 boundsMax( -999999.0f, -999999.0f );
- for ( int i = 0 ; i < tri->numVerts ; i++ ) {
- const idVec2 uv = tri->verts[i].GetTexCoord();
- boundsMin.x = Min( uv.x, boundsMin.x );
- boundsMax.x = Max( uv.x, boundsMax.x );
- boundsMin.y = Min( uv.y, boundsMin.y );
- boundsMax.y = Max( uv.y, boundsMax.y );
- }
- // 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
- const idVec2 boundsOrg( floor( ( boundsMin.x + boundsMax.x ) * 0.5f ), floor( ( boundsMin.y + boundsMax.y ) * 0.5f ) );
- // determine the world S and T vectors from the first drawSurf triangle
- const idJointMat * joints = ( tri->staticModelWithJoints != NULL && r_useGPUSkinning.GetBool() ) ? tri->staticModelWithJoints->jointsInverted : NULL;
- const idVec3 aXYZ = idDrawVert::GetSkinnedDrawVertPosition( tri->verts[ tri->indexes[0] ], joints );
- const idVec3 bXYZ = idDrawVert::GetSkinnedDrawVertPosition( tri->verts[ tri->indexes[1] ], joints );
- const idVec3 cXYZ = idDrawVert::GetSkinnedDrawVertPosition( tri->verts[ tri->indexes[2] ], joints );
- const idVec2 aST = tri->verts[ tri->indexes[0] ].GetTexCoord();
- const idVec2 bST = tri->verts[ tri->indexes[1] ].GetTexCoord();
- const idVec2 cST = tri->verts[ tri->indexes[2] ].GetTexCoord();
- float d0[5];
- d0[0] = bXYZ[0] - aXYZ[0];
- d0[1] = bXYZ[1] - aXYZ[1];
- d0[2] = bXYZ[2] - aXYZ[2];
- d0[3] = bST.x - aST.x;
- d0[4] = bST.y - aST.y;
- float d1[5];
- d1[0] = cXYZ[0] - aXYZ[0];
- d1[1] = cXYZ[1] - aXYZ[1];
- d1[2] = cXYZ[2] - aXYZ[2];
- d1[3] = cST.x - aST.x;
- d1[4] = cST.y - aST.y;
- const float area = d0[3] * d1[4] - d0[4] * d1[3];
- if ( area == 0.0f ) {
- axis[0].Zero();
- axis[1].Zero();
- axis[2].Zero();
- return; // degenerate
- }
- const float inva = 1.0f / 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( aXYZ, bXYZ, cXYZ );
- 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( aXYZ, boundsOrg.x - aST.x, axis[0], origin );
- VectorMA( origin, boundsOrg.y - aST.y, axis[1], origin );
- }
- /*
- =================
- R_RenderGuiSurf
- Create a texture space on the given surface and
- call the GUI generator to create quads for it.
- =================
- */
- static void R_RenderGuiSurf( idUserInterface *gui, const drawSurf_t *drawSurf ) {
- SCOPED_PROFILE_EVENT( "R_RenderGuiSurf" );
- // 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
- idVec3 origin, axis[3];
- R_SurfaceToTextureAxis( drawSurf->frontEndGeo, origin, axis );
- float guiModelMatrix[16];
- float modelMatrix[16];
- guiModelMatrix[0*4+0] = axis[0][0] * ( 1.0f / 640.0f );
- guiModelMatrix[1*4+0] = axis[1][0] * ( 1.0f / 480.0f );
- guiModelMatrix[2*4+0] = axis[2][0];
- guiModelMatrix[3*4+0] = origin[0];
- guiModelMatrix[0*4+1] = axis[0][1] * ( 1.0f / 640.0f );
- guiModelMatrix[1*4+1] = axis[1][1] * ( 1.0f / 480.0f );
- guiModelMatrix[2*4+1] = axis[2][1];
- guiModelMatrix[3*4+1] = origin[1];
- guiModelMatrix[0*4+2] = axis[0][2] * ( 1.0f / 640.0f );
- guiModelMatrix[1*4+2] = axis[1][2] * ( 1.0f / 480.0f );
- guiModelMatrix[2*4+2] = axis[2][2];
- guiModelMatrix[3*4+2] = origin[2];
- guiModelMatrix[0*4+3] = 0.0f;
- guiModelMatrix[1*4+3] = 0.0f;
- guiModelMatrix[2*4+3] = 0.0f;
- guiModelMatrix[3*4+3] = 1.0f;
- R_MatrixMultiply( 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[0] );
- tr.guiModel->EmitToCurrentView( modelMatrix, drawSurf->space->weaponDepthHack );
- tr.guiModel->Clear();
- tr.guiRecursionLevel--;
- }
- /*
- ================
- R_AddInGameGuis
- ================
- */
- void R_AddInGameGuis( const drawSurf_t * const drawSurfs[], const int numDrawSurfs ) {
- SCOPED_PROFILE_EVENT( "R_AddInGameGuis" );
- // check for gui surfaces
- for ( int i = 0; i < numDrawSurfs; i++ ) {
- const drawSurf_t * drawSurf = drawSurfs[i];
- idUserInterface *gui = drawSurf->material->GlobalGui();
- int guiNum = drawSurf->material->GetEntityGui() - 1;
- if ( guiNum >= 0 && guiNum < MAX_RENDERENTITY_GUI ) {
- if ( drawSurf->space->entityDef != NULL ) {
- gui = drawSurf->space->entityDef->parms.gui[ guiNum ];
- }
- }
- if ( gui == NULL ) {
- continue;
- }
- idBounds ndcBounds;
- if ( !R_PreciseCullSurface( drawSurf, ndcBounds ) ) {
- // did we ever use this to forward an entity color to a gui that didn't set color?
- // memcpy( tr.guiShaderParms, shaderParms, sizeof( tr.guiShaderParms ) );
- R_RenderGuiSurf( gui, drawSurf );
- }
- }
- }
- /*
- ================,
- 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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