mirror of
https://github.com/TTimo/doom3.gpl.git
synced 2026-03-19 16:39:24 +01:00
hello world
This commit is contained in:
290
neo/renderer/Model_prt.cpp
Normal file
290
neo/renderer/Model_prt.cpp
Normal file
@@ -0,0 +1,290 @@
|
||||
/*
|
||||
===========================================================================
|
||||
|
||||
Doom 3 GPL Source Code
|
||||
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
||||
|
||||
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
|
||||
|
||||
Doom 3 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 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 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
In addition, the Doom 3 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 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.
|
||||
|
||||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "../idlib/precompiled.h"
|
||||
#pragma hdrstop
|
||||
|
||||
#include "tr_local.h"
|
||||
#include "Model_local.h"
|
||||
|
||||
static const char *parametricParticle_SnapshotName = "_ParametricParticle_Snapshot_";
|
||||
|
||||
/*
|
||||
====================
|
||||
idRenderModelPrt::idRenderModelPrt
|
||||
====================
|
||||
*/
|
||||
idRenderModelPrt::idRenderModelPrt() {
|
||||
particleSystem = NULL;
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
idRenderModelPrt::InitFromFile
|
||||
====================
|
||||
*/
|
||||
void idRenderModelPrt::InitFromFile( const char *fileName ) {
|
||||
name = fileName;
|
||||
particleSystem = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, fileName ) );
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
idRenderModelPrt::TouchData
|
||||
=================
|
||||
*/
|
||||
void idRenderModelPrt::TouchData( void ) {
|
||||
// Ensure our particle system is added to the list of referenced decls
|
||||
particleSystem = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, name ) );
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
idRenderModelPrt::InstantiateDynamicModel
|
||||
====================
|
||||
*/
|
||||
idRenderModel *idRenderModelPrt::InstantiateDynamicModel( const struct renderEntity_s *renderEntity, const struct viewDef_s *viewDef, idRenderModel *cachedModel ) {
|
||||
idRenderModelStatic *staticModel;
|
||||
|
||||
if ( cachedModel && !r_useCachedDynamicModels.GetBool() ) {
|
||||
delete cachedModel;
|
||||
cachedModel = NULL;
|
||||
}
|
||||
|
||||
// this may be triggered by a model trace or other non-view related source, to which we should look like an empty model
|
||||
if ( renderEntity == NULL || viewDef == NULL ) {
|
||||
delete cachedModel;
|
||||
return NULL;
|
||||
}
|
||||
|
||||
if ( r_skipParticles.GetBool() ) {
|
||||
delete cachedModel;
|
||||
return NULL;
|
||||
}
|
||||
|
||||
/*
|
||||
// if the entire system has faded out
|
||||
if ( renderEntity->shaderParms[SHADERPARM_PARTICLE_STOPTIME] && viewDef->renderView.time * 0.001f >= renderEntity->shaderParms[SHADERPARM_PARTICLE_STOPTIME] ) {
|
||||
delete cachedModel;
|
||||
return NULL;
|
||||
}
|
||||
*/
|
||||
|
||||
if ( cachedModel != NULL ) {
|
||||
|
||||
assert( dynamic_cast<idRenderModelStatic *>(cachedModel) != NULL );
|
||||
assert( idStr::Icmp( cachedModel->Name(), parametricParticle_SnapshotName ) == 0 );
|
||||
|
||||
staticModel = static_cast<idRenderModelStatic *>(cachedModel);
|
||||
|
||||
} else {
|
||||
|
||||
staticModel = new idRenderModelStatic;
|
||||
staticModel->InitEmpty( parametricParticle_SnapshotName );
|
||||
}
|
||||
|
||||
particleGen_t g;
|
||||
|
||||
g.renderEnt = renderEntity;
|
||||
g.renderView = &viewDef->renderView;
|
||||
g.origin.Zero();
|
||||
g.axis.Identity();
|
||||
|
||||
for ( int stageNum = 0; stageNum < particleSystem->stages.Num(); stageNum++ ) {
|
||||
idParticleStage *stage = particleSystem->stages[stageNum];
|
||||
|
||||
if ( !stage->material ) {
|
||||
continue;
|
||||
}
|
||||
if ( !stage->cycleMsec ) {
|
||||
continue;
|
||||
}
|
||||
if ( stage->hidden ) { // just for gui particle editor use
|
||||
staticModel->DeleteSurfaceWithId( stageNum );
|
||||
continue;
|
||||
}
|
||||
|
||||
idRandom steppingRandom, steppingRandom2;
|
||||
|
||||
int stageAge = g.renderView->time + renderEntity->shaderParms[SHADERPARM_TIMEOFFSET] * 1000 - stage->timeOffset * 1000;
|
||||
int stageCycle = stageAge / stage->cycleMsec;
|
||||
int inCycleTime = stageAge - stageCycle * stage->cycleMsec;
|
||||
|
||||
// some particles will be in this cycle, some will be in the previous cycle
|
||||
steppingRandom.SetSeed( (( stageCycle << 10 ) & idRandom::MAX_RAND) ^ (int)( renderEntity->shaderParms[SHADERPARM_DIVERSITY] * idRandom::MAX_RAND ) );
|
||||
steppingRandom2.SetSeed( (( (stageCycle-1) << 10 ) & idRandom::MAX_RAND) ^ (int)( renderEntity->shaderParms[SHADERPARM_DIVERSITY] * idRandom::MAX_RAND ) );
|
||||
|
||||
int count = stage->totalParticles * stage->NumQuadsPerParticle();
|
||||
|
||||
int surfaceNum;
|
||||
modelSurface_t *surf;
|
||||
|
||||
if ( staticModel->FindSurfaceWithId( stageNum, surfaceNum ) ) {
|
||||
surf = &staticModel->surfaces[surfaceNum];
|
||||
R_FreeStaticTriSurfVertexCaches( surf->geometry );
|
||||
} else {
|
||||
surf = &staticModel->surfaces.Alloc();
|
||||
surf->id = stageNum;
|
||||
surf->shader = stage->material;
|
||||
surf->geometry = R_AllocStaticTriSurf();
|
||||
R_AllocStaticTriSurfVerts( surf->geometry, 4 * count );
|
||||
R_AllocStaticTriSurfIndexes( surf->geometry, 6 * count );
|
||||
R_AllocStaticTriSurfPlanes( surf->geometry, 6 * count );
|
||||
}
|
||||
|
||||
int numVerts = 0;
|
||||
idDrawVert *verts = surf->geometry->verts;
|
||||
|
||||
for ( int index = 0; index < stage->totalParticles; index++ ) {
|
||||
g.index = index;
|
||||
|
||||
// bump the random
|
||||
steppingRandom.RandomInt();
|
||||
steppingRandom2.RandomInt();
|
||||
|
||||
// calculate local age for this index
|
||||
int bunchOffset = stage->particleLife * 1000 * stage->spawnBunching * index / stage->totalParticles;
|
||||
|
||||
int particleAge = stageAge - bunchOffset;
|
||||
int particleCycle = particleAge / stage->cycleMsec;
|
||||
if ( particleCycle < 0 ) {
|
||||
// before the particleSystem spawned
|
||||
continue;
|
||||
}
|
||||
if ( stage->cycles && particleCycle >= stage->cycles ) {
|
||||
// cycled systems will only run cycle times
|
||||
continue;
|
||||
}
|
||||
|
||||
if ( particleCycle == stageCycle ) {
|
||||
g.random = steppingRandom;
|
||||
} else {
|
||||
g.random = steppingRandom2;
|
||||
}
|
||||
|
||||
int inCycleTime = particleAge - particleCycle * stage->cycleMsec;
|
||||
|
||||
if ( renderEntity->shaderParms[SHADERPARM_PARTICLE_STOPTIME] &&
|
||||
g.renderView->time - inCycleTime >= renderEntity->shaderParms[SHADERPARM_PARTICLE_STOPTIME]*1000 ) {
|
||||
// don't fire any more particles
|
||||
continue;
|
||||
}
|
||||
|
||||
// supress particles before or after the age clamp
|
||||
g.frac = (float)inCycleTime / ( stage->particleLife * 1000 );
|
||||
if ( g.frac < 0.0f ) {
|
||||
// yet to be spawned
|
||||
continue;
|
||||
}
|
||||
if ( g.frac > 1.0f ) {
|
||||
// this particle is in the deadTime band
|
||||
continue;
|
||||
}
|
||||
|
||||
// this is needed so aimed particles can calculate origins at different times
|
||||
g.originalRandom = g.random;
|
||||
|
||||
g.age = g.frac * stage->particleLife;
|
||||
|
||||
// if the particle doesn't get drawn because it is faded out or beyond a kill region, don't increment the verts
|
||||
numVerts += stage->CreateParticle( &g, verts + numVerts );
|
||||
}
|
||||
|
||||
// numVerts must be a multiple of 4
|
||||
assert( ( numVerts & 3 ) == 0 && numVerts <= 4 * count );
|
||||
|
||||
// build the indexes
|
||||
int numIndexes = 0;
|
||||
glIndex_t *indexes = surf->geometry->indexes;
|
||||
for ( int i = 0; i < numVerts; i += 4 ) {
|
||||
indexes[numIndexes+0] = i;
|
||||
indexes[numIndexes+1] = i+2;
|
||||
indexes[numIndexes+2] = i+3;
|
||||
indexes[numIndexes+3] = i;
|
||||
indexes[numIndexes+4] = i+3;
|
||||
indexes[numIndexes+5] = i+1;
|
||||
numIndexes += 6;
|
||||
}
|
||||
|
||||
surf->geometry->tangentsCalculated = false;
|
||||
surf->geometry->facePlanesCalculated = false;
|
||||
surf->geometry->numVerts = numVerts;
|
||||
surf->geometry->numIndexes = numIndexes;
|
||||
surf->geometry->bounds = stage->bounds; // just always draw the particles
|
||||
}
|
||||
|
||||
return staticModel;
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
idRenderModelPrt::IsDynamicModel
|
||||
====================
|
||||
*/
|
||||
dynamicModel_t idRenderModelPrt::IsDynamicModel() const {
|
||||
return DM_CONTINUOUS;
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
idRenderModelPrt::Bounds
|
||||
====================
|
||||
*/
|
||||
idBounds idRenderModelPrt::Bounds( const struct renderEntity_s *ent ) const {
|
||||
return particleSystem->bounds;
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
idRenderModelPrt::DepthHack
|
||||
====================
|
||||
*/
|
||||
float idRenderModelPrt::DepthHack() const {
|
||||
return particleSystem->depthHack;
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
idRenderModelPrt::Memory
|
||||
====================
|
||||
*/
|
||||
int idRenderModelPrt::Memory() const {
|
||||
int total = 0;
|
||||
|
||||
total += idRenderModelStatic::Memory();
|
||||
|
||||
if ( particleSystem ) {
|
||||
total += sizeof( *particleSystem );
|
||||
|
||||
for ( int i = 0; i < particleSystem->stages.Num(); i++ ) {
|
||||
total += sizeof( particleSystem->stages[i] );
|
||||
}
|
||||
}
|
||||
|
||||
return total;
|
||||
}
|
||||
Reference in New Issue
Block a user