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neo/renderer/ModelOverlay.h
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110
neo/renderer/ModelOverlay.h
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __MODELOVERLAY_H__
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#define __MODELOVERLAY_H__
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/*
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===============================================================================
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Overlays are used for adding decals on top of dynamic models.
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Projects an overlay onto deformable geometry and can be added to
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a render entity to allow decals on top of dynamic models.
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This does not generate tangent vectors, so it can't be used with
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light interaction shaders. Materials for overlays should always
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be clamped, because the projected texcoords can run well off the
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texture since no new clip vertexes are generated.
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Overlays with common materials will be merged together, but additional
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overlays will be allocated as needed. The material should not be
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one that receives lighting, because no interactions are generated
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for these lightweight surfaces.
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===============================================================================
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*/
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static const int MAX_DEFERRED_OVERLAYS = 4;
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static const int DEFFERED_OVERLAY_TIMEOUT = 200; // don't create a overlay if it wasn't visible within the first 200 milliseconds
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static const int MAX_OVERLAYS = 8;
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compile_time_assert( CONST_ISPOWEROFTWO( MAX_OVERLAYS ) );
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struct overlayProjectionParms_t {
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idPlane localTextureAxis[2];
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const idMaterial * material;
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int startTime;
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};
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struct overlayVertex_t {
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int vertexNum;
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halfFloat_t st[2];
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};
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struct overlay_t {
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int surfaceNum;
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int surfaceId;
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int maxReferencedVertex;
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int numIndexes;
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triIndex_t * indexes;
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int numVerts;
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overlayVertex_t * verts;
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const idMaterial * material;
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};
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class idRenderModelOverlay {
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public:
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idRenderModelOverlay();
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~idRenderModelOverlay();
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void ReUse();
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void AddDeferredOverlay( const overlayProjectionParms_t & localParms );
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void CreateDeferredOverlays( const idRenderModel * model );
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unsigned int GetNumOverlayDrawSurfs();
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struct drawSurf_t * CreateOverlayDrawSurf( const struct viewEntity_t *space, const idRenderModel *baseModel, unsigned int index );
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void ReadFromDemoFile( class idDemoFile *f );
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void WriteToDemoFile( class idDemoFile *f ) const;
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private:
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overlay_t overlays[MAX_OVERLAYS];
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unsigned int firstOverlay;
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unsigned int nextOverlay;
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overlayProjectionParms_t deferredOverlays[MAX_DEFERRED_OVERLAYS];
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unsigned int firstDeferredOverlay;
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unsigned int nextDeferredOverlay;
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const idMaterial * overlayMaterials[MAX_OVERLAYS];
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unsigned int numOverlayMaterials;
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void CreateOverlay( const idRenderModel *model, const idPlane localTextureAxis[2], const idMaterial *material );
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void FreeOverlay( overlay_t & overlay );
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};
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#endif /* !__MODELOVERLAY_H__ */
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