GuiModel.h 3.1 KB

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  1. /*
  2. ===========================================================================
  3. Doom 3 BFG Edition GPL Source Code
  4. Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
  5. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
  6. Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
  7. it under the terms of the GNU General Public License as published by
  8. the Free Software Foundation, either version 3 of the License, or
  9. (at your option) any later version.
  10. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
  11. but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. GNU General Public License for more details.
  14. You should have received a copy of the GNU General Public License
  15. along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
  16. 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.
  17. 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.
  18. ===========================================================================
  19. */
  20. struct guiModelSurface_t {
  21. const idMaterial * material;
  22. uint64 glState;
  23. int firstIndex;
  24. int numIndexes;
  25. stereoDepthType_t stereoType;
  26. };
  27. class idRenderMatrix;
  28. class idGuiModel {
  29. public:
  30. idGuiModel();
  31. void Clear();
  32. void WriteToDemo( idDemoFile * demo );
  33. void ReadFromDemo( idDemoFile * demo );
  34. // allocates memory for verts and indexes in frame-temporary buffer memory
  35. void BeginFrame();
  36. void EmitToCurrentView( float modelMatrix[16], bool depthHack );
  37. void EmitFullScreen();
  38. // the returned pointer will be in write-combined memory, so only make contiguous
  39. // 32 bit writes and never read from it.
  40. idDrawVert * AllocTris( int numVerts, const triIndex_t * indexes, int numIndexes, const idMaterial * material,
  41. const uint64 glState, const stereoDepthType_t stereoType );
  42. //---------------------------
  43. private:
  44. void AdvanceSurf();
  45. void EmitSurfaces( float modelMatrix[16], float modelViewMatrix[16],
  46. bool depthHack, bool allowFullScreenStereoDepth, bool linkAsEntity );
  47. guiModelSurface_t * surf;
  48. float shaderParms[ MAX_ENTITY_SHADER_PARMS ];
  49. static const float STEREO_DEPTH_NEAR;
  50. static const float STEREO_DEPTH_MID;
  51. static const float STEREO_DEPTH_FAR;
  52. // if we exceed these limits we stop rendering GUI surfaces
  53. static const int MAX_INDEXES = ( 20000 * 6 );
  54. static const int MAX_VERTS = ( 20000 * 4 );
  55. vertCacheHandle_t vertexBlock;
  56. vertCacheHandle_t indexBlock;
  57. idDrawVert * vertexPointer;
  58. triIndex_t * indexPointer;
  59. int numVerts;
  60. int numIndexes;
  61. idList<guiModelSurface_t, TAG_MODEL> surfaces;
  62. };