/* gl_decals.c - decal paste and rendering Copyright (C) 2010 Uncle Mike This program 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. This program 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. */ #include "gl_local.h" #include "cl_tent.h" #define DECAL_OVERLAP_DISTANCE 2 #define DECAL_DISTANCE 4 // too big values produce more clipped polygons #define MAX_DECALCLIPVERT 32 // produced vertexes of fragmented decal #define DECAL_CACHEENTRY 256 // MUST BE POWER OF 2 or code below needs to change! #define DECAL_TRANSPARENT_THRESHOLD 230 // transparent decals draw with GL_MODULATE // empirically determined constants for minimizing overalpping decals #define MAX_OVERLAP_DECALS 6 #define DECAL_OVERLAP_DIST 8 #define MIN_DECAL_SCALE 0.01f #define MAX_DECAL_SCALE 16.0f // clip edges #define LEFT_EDGE 0 #define RIGHT_EDGE 1 #define TOP_EDGE 2 #define BOTTOM_EDGE 3 // This structure contains the information used to create new decals typedef struct { vec3_t m_Position; // world coordinates of the decal center model_t *m_pModel; // the model the decal is going to be applied in int m_iTexture; // The decal material int m_Size; // Size of the decal (in world coords) int m_Flags; int m_Entity; // Entity the decal is applied to. float m_scale; int m_decalWidth; int m_decalHeight; vec3_t m_Basis[3]; } decalinfo_t; static float g_DecalClipVerts[MAX_DECALCLIPVERT][VERTEXSIZE]; static float g_DecalClipVerts2[MAX_DECALCLIPVERT][VERTEXSIZE]; decal_t gDecalPool[MAX_RENDER_DECALS]; static int gDecalCount; void R_ClearDecals( void ) { memset( gDecalPool, 0, sizeof( gDecalPool )); gDecalCount = 0; } // unlink pdecal from any surface it's attached to static void R_DecalUnlink( decal_t *pdecal ) { decal_t *tmp; if( pdecal->psurface ) { if( pdecal->psurface->pdecals == pdecal ) { pdecal->psurface->pdecals = pdecal->pnext; } else { tmp = pdecal->psurface->pdecals; if( !tmp ) gEngfuncs.Host_Error( "R_DecalUnlink: bad decal list\n" ); while( tmp->pnext ) { if( tmp->pnext == pdecal ) { tmp->pnext = pdecal->pnext; break; } tmp = tmp->pnext; } } } if( pdecal->polys ) Mem_Free( pdecal->polys ); pdecal->psurface = NULL; pdecal->polys = NULL; } // Just reuse next decal in list // A decal that spans multiple surfaces will use multiple decal_t pool entries, // as each surface needs it's own. static decal_t *R_DecalAlloc( decal_t *pdecal ) { int limit = MAX_RENDER_DECALS; if( r_decals->value < limit ) limit = r_decals->value; if( !limit ) return NULL; if( !pdecal ) { int count = 0; // check for the odd possiblity of infinte loop do { if( gDecalCount >= limit ) gDecalCount = 0; pdecal = &gDecalPool[gDecalCount]; // reuse next decal gDecalCount++; count++; } while( FBitSet( pdecal->flags, FDECAL_PERMANENT ) && count < limit ); } // if decal is already linked to a surface, unlink it. R_DecalUnlink( pdecal ); return pdecal; } //----------------------------------------------------------------------------- // find decal image and grab size from it //----------------------------------------------------------------------------- static void R_GetDecalDimensions( int texture, int *width, int *height ) { if( width ) *width = 1; // to avoid divide by zero if( height ) *height = 1; R_GetTextureParms( width, height, texture ); } //----------------------------------------------------------------------------- // compute the decal basis based on surface normal //----------------------------------------------------------------------------- void R_DecalComputeBasis( msurface_t *surf, int flags, vec3_t textureSpaceBasis[3] ) { vec3_t surfaceNormal; // setup normal if( surf->flags & SURF_PLANEBACK ) VectorNegate( surf->plane->normal, surfaceNormal ); else VectorCopy( surf->plane->normal, surfaceNormal ); VectorNormalize2( surfaceNormal, textureSpaceBasis[2] ); #if 0 if( FBitSet( flags, FDECAL_CUSTOM )) { vec3_t pSAxis = { 1, 0, 0 }; // T = S cross N CrossProduct( pSAxis, textureSpaceBasis[2], textureSpaceBasis[1] ); // Name sure they aren't parallel or antiparallel // In that case, fall back to the normal algorithm. if( DotProduct( textureSpaceBasis[1], textureSpaceBasis[1] ) > 1e-6 ) { // S = N cross T CrossProduct( textureSpaceBasis[2], textureSpaceBasis[1], textureSpaceBasis[0] ); VectorNormalizeFast( textureSpaceBasis[0] ); VectorNormalizeFast( textureSpaceBasis[1] ); return; } // Fall through to the standard algorithm for parallel or antiparallel } #endif VectorNormalize2( surf->texinfo->vecs[0], textureSpaceBasis[0] ); VectorNormalize2( surf->texinfo->vecs[1], textureSpaceBasis[1] ); } void R_SetupDecalTextureSpaceBasis( decal_t *pDecal, msurface_t *surf, int texture, vec3_t textureSpaceBasis[3], float decalWorldScale[2] ) { int width, height; // Compute the non-scaled decal basis R_DecalComputeBasis( surf, pDecal->flags, textureSpaceBasis ); R_GetDecalDimensions( texture, &width, &height ); // world width of decal = ptexture->width / pDecal->scale // world height of decal = ptexture->height / pDecal->scale // scale is inverse, scales world space to decal u/v space [0,1] // OPTIMIZE: Get rid of these divides decalWorldScale[0] = (float)pDecal->scale / width; decalWorldScale[1] = (float)pDecal->scale / height; VectorScale( textureSpaceBasis[0], decalWorldScale[0], textureSpaceBasis[0] ); VectorScale( textureSpaceBasis[1], decalWorldScale[1], textureSpaceBasis[1] ); } // Build the initial list of vertices from the surface verts into the global array, 'verts'. void R_SetupDecalVertsForMSurface( decal_t *pDecal, msurface_t *surf, vec3_t textureSpaceBasis[3], float *verts ) { float *v; int i; for( i = 0, v = surf->polys->verts[0]; i < surf->polys->numverts; i++, v += VERTEXSIZE, verts += VERTEXSIZE ) { VectorCopy( v, verts ); // copy model space coordinates verts[3] = DotProduct( verts, textureSpaceBasis[0] ) - pDecal->dx + 0.5f; verts[4] = DotProduct( verts, textureSpaceBasis[1] ) - pDecal->dy + 0.5f; verts[5] = verts[6] = 0.0f; } } // Figure out where the decal maps onto the surface. void R_SetupDecalClip( decal_t *pDecal, msurface_t *surf, int texture, vec3_t textureSpaceBasis[3], float decalWorldScale[2] ) { R_SetupDecalTextureSpaceBasis( pDecal, surf, texture, textureSpaceBasis, decalWorldScale ); // Generate texture coordinates for each vertex in decal s,t space // probably should pre-generate this, store it and use it for decal-decal collisions // as in R_DecalsIntersect() pDecal->dx = DotProduct( pDecal->position, textureSpaceBasis[0] ); pDecal->dy = DotProduct( pDecal->position, textureSpaceBasis[1] ); } // Quick and dirty sutherland Hodgman clipper // Clip polygon to decal in texture space // JAY: This code is lame, change it later. It does way too much work per frame // It can be made to recursively call the clipping code and only copy the vertex list once int R_ClipInside( float *vert, int edge ) { switch( edge ) { case LEFT_EDGE: if( vert[3] > 0.0f ) return 1; return 0; case RIGHT_EDGE: if( vert[3] < 1.0f ) return 1; return 0; case TOP_EDGE: if( vert[4] > 0.0f ) return 1; return 0; case BOTTOM_EDGE: if( vert[4] < 1.0f ) return 1; return 0; } return 0; } void R_ClipIntersect( float *one, float *two, float *out, int edge ) { float t; // t is the parameter of the line between one and two clipped to the edge // or the fraction of the clipped point between one & two // vert[0], vert[1], vert[2] is X, Y, Z // vert[3] is u // vert[4] is v // vert[5] is lightmap u // vert[6] is lightmap v if( edge < TOP_EDGE ) { if( edge == LEFT_EDGE ) { // left t = ((one[3] - 0.0f) / (one[3] - two[3])); out[3] = out[5] = 0.0f; } else { // right t = ((one[3] - 1.0f) / (one[3] - two[3])); out[3] = out[5] = 1.0f; } out[4] = one[4] + (two[4] - one[4]) * t; out[6] = one[6] + (two[6] - one[6]) * t; } else { if( edge == TOP_EDGE ) { // top t = ((one[4] - 0.0f) / (one[4] - two[4])); out[4] = out[6] = 0.0f; } else { // bottom t = ((one[4] - 1.0f) / (one[4] - two[4])); out[4] = out[6] = 1.0f; } out[3] = one[3] + (two[3] - one[3]) * t; out[5] = one[5] + (two[4] - one[5]) * t; } VectorLerp( one, t, two, out ); } static int SHClip( float *vert, int vertCount, float *out, int edge ) { int j, outCount; float *s, *p; outCount = 0; s = &vert[(vertCount - 1) * VERTEXSIZE]; for( j = 0; j < vertCount; j++ ) { p = &vert[j * VERTEXSIZE]; if( R_ClipInside( p, edge )) { if( R_ClipInside( s, edge )) { // Add a vertex and advance out to next vertex memcpy( out, p, sizeof( float ) * VERTEXSIZE ); out += VERTEXSIZE; outCount++; } else { R_ClipIntersect( s, p, out, edge ); out += VERTEXSIZE; outCount++; memcpy( out, p, sizeof( float ) * VERTEXSIZE ); out += VERTEXSIZE; outCount++; } } else { if( R_ClipInside( s, edge )) { R_ClipIntersect( p, s, out, edge ); out += VERTEXSIZE; outCount++; } } s = p; } return outCount; } float *R_DoDecalSHClip( float *pInVerts, decal_t *pDecal, int nStartVerts, int *pVertCount ) { float *pOutVerts = g_DecalClipVerts[0]; int outCount; // clip the polygon to the decal texture space outCount = SHClip( pInVerts, nStartVerts, g_DecalClipVerts2[0], LEFT_EDGE ); outCount = SHClip( g_DecalClipVerts2[0], outCount, g_DecalClipVerts[0], RIGHT_EDGE ); outCount = SHClip( g_DecalClipVerts[0], outCount, g_DecalClipVerts2[0], TOP_EDGE ); outCount = SHClip( g_DecalClipVerts2[0], outCount, pOutVerts, BOTTOM_EDGE ); if( pVertCount ) *pVertCount = outCount; return pOutVerts; } //----------------------------------------------------------------------------- // Generate clipped vertex list for decal pdecal projected onto polygon psurf //----------------------------------------------------------------------------- float *R_DecalVertsClip( decal_t *pDecal, msurface_t *surf, int texture, int *pVertCount ) { float decalWorldScale[2]; vec3_t textureSpaceBasis[3]; // figure out where the decal maps onto the surface. R_SetupDecalClip( pDecal, surf, texture, textureSpaceBasis, decalWorldScale ); // build the initial list of vertices from the surface verts. R_SetupDecalVertsForMSurface( pDecal, surf, textureSpaceBasis, g_DecalClipVerts[0] ); return R_DoDecalSHClip( g_DecalClipVerts[0], pDecal, surf->polys->numverts, pVertCount ); } // Generate lighting coordinates at each vertex for decal vertices v[] on surface psurf static void R_DecalVertsLight( float *v, msurface_t *surf, int vertCount ) { float s, t; mtexinfo_t *tex; mextrasurf_t *info = surf->info; float sample_size; int j; sample_size = gEngfuncs.Mod_SampleSizeForFace( surf ); tex = surf->texinfo; for( j = 0; j < vertCount; j++, v += VERTEXSIZE ) { // lightmap texture coordinates s = DotProduct( v, info->lmvecs[0] ) + info->lmvecs[0][3] - info->lightmapmins[0]; s += surf->light_s * sample_size; s += sample_size * 0.5f; s /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->width; t = DotProduct( v, info->lmvecs[1] ) + info->lmvecs[1][3] - info->lightmapmins[1]; t += surf->light_t * sample_size; t += sample_size * 0.5f; t /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->height; v[5] = s; v[6] = t; } } // Check for intersecting decals on this surface static decal_t *R_DecalIntersect( decalinfo_t *decalinfo, msurface_t *surf, int *pcount ) { int texture; decal_t *plast, *pDecal; vec3_t decalExtents[2]; float lastArea = 2; int mapSize[2]; plast = NULL; *pcount = 0; // (Same as R_SetupDecalClip). texture = decalinfo->m_iTexture; // precalculate the extents of decalinfo's decal in world space. R_GetDecalDimensions( texture, &mapSize[0], &mapSize[1] ); VectorScale( decalinfo->m_Basis[0], ((mapSize[0] / decalinfo->m_scale) * 0.5f), decalExtents[0] ); VectorScale( decalinfo->m_Basis[1], ((mapSize[1] / decalinfo->m_scale) * 0.5f), decalExtents[1] ); pDecal = surf->pdecals; while( pDecal ) { texture = pDecal->texture; // Don't steal bigger decals and replace them with smaller decals // Don't steal permanent decals if( !FBitSet( pDecal->flags, FDECAL_PERMANENT )) { vec3_t testBasis[3]; vec3_t testPosition[2]; float testWorldScale[2]; vec2_t vDecalMin, vDecalMax; vec2_t vUnionMin, vUnionMax; R_SetupDecalTextureSpaceBasis( pDecal, surf, texture, testBasis, testWorldScale ); VectorSubtract( decalinfo->m_Position, decalExtents[0], testPosition[0] ); VectorSubtract( decalinfo->m_Position, decalExtents[1], testPosition[1] ); // Here, we project the min and max extents of the decal that got passed in into // this decal's (pDecal's) [0,0,1,1] clip space, just like we would if we were // clipping a triangle into pDecal's clip space. Vector2Set( vDecalMin, DotProduct( testPosition[0], testBasis[0] ) - pDecal->dx + 0.5f, DotProduct( testPosition[1], testBasis[1] ) - pDecal->dy + 0.5f ); VectorAdd( decalinfo->m_Position, decalExtents[0], testPosition[0] ); VectorAdd( decalinfo->m_Position, decalExtents[1], testPosition[1] ); Vector2Set( vDecalMax, DotProduct( testPosition[0], testBasis[0] ) - pDecal->dx + 0.5f, DotProduct( testPosition[1], testBasis[1] ) - pDecal->dy + 0.5f ); // Now figure out the part of the projection that intersects pDecal's // clip box [0,0,1,1]. Vector2Set( vUnionMin, max( vDecalMin[0], 0 ), max( vDecalMin[1], 0 )); Vector2Set( vUnionMax, min( vDecalMax[0], 1 ), min( vDecalMax[1], 1 )); if( vUnionMin[0] < 1 && vUnionMin[1] < 1 && vUnionMax[0] > 0 && vUnionMax[1] > 0 ) { // Figure out how much of this intersects the (0,0) - (1,1) bbox. float flArea = (vUnionMax[0] - vUnionMin[1]) * (vUnionMax[1] - vUnionMin[1]); if( flArea > 0.6f ) { *pcount += 1; if( !plast || flArea <= lastArea ) { plast = pDecal; lastArea = flArea; } } } } pDecal = pDecal->pnext; } return plast; } /* ==================== R_DecalCreatePoly creates mesh for decal on first rendering ==================== */ glpoly_t *R_DecalCreatePoly( decalinfo_t *decalinfo, decal_t *pdecal, msurface_t *surf ) { int lnumverts; glpoly_t *poly; float *v; int i; if( pdecal->polys ) // already created? return pdecal->polys; v = R_DecalSetupVerts( pdecal, surf, pdecal->texture, &lnumverts ); if( !lnumverts ) return NULL; // probably this never happens // allocate glpoly // REFTODO: com_studiocache pool! poly = Mem_Calloc( r_temppool, sizeof( glpoly_t ) + ( lnumverts - 4 ) * VERTEXSIZE * sizeof( float )); poly->next = pdecal->polys; poly->flags = surf->flags; pdecal->polys = poly; poly->numverts = lnumverts; for( i = 0; i < lnumverts; i++, v += VERTEXSIZE ) { VectorCopy( v, poly->verts[i] ); poly->verts[i][3] = v[3]; poly->verts[i][4] = v[4]; poly->verts[i][5] = v[5]; poly->verts[i][6] = v[6]; } return poly; } // Add the decal to the surface's list of decals. static void R_AddDecalToSurface( decal_t *pdecal, msurface_t *surf, decalinfo_t *decalinfo ) { decal_t *pold; pdecal->pnext = NULL; pold = surf->pdecals; if( pold ) { while( pold->pnext ) pold = pold->pnext; pold->pnext = pdecal; } else { surf->pdecals = pdecal; } // tag surface pdecal->psurface = surf; // at this point decal are linked with surface // and will be culled, drawing and sorting // together with surface // alloc clipped poly for decal R_DecalCreatePoly( decalinfo, pdecal, surf ); R_AddDecalVBO( pdecal, surf ); } static void R_DecalCreate( decalinfo_t *decalinfo, msurface_t *surf, float x, float y ) { decal_t *pdecal, *pold; int count, vertCount; if( !surf ) return; // ??? pold = R_DecalIntersect( decalinfo, surf, &count ); if( count < MAX_OVERLAP_DECALS ) pold = NULL; pdecal = R_DecalAlloc( pold ); if( !pdecal ) return; // r_decals == 0 ??? pdecal->flags = decalinfo->m_Flags; VectorCopy( decalinfo->m_Position, pdecal->position ); pdecal->dx = x; pdecal->dy = y; // set scaling pdecal->scale = decalinfo->m_scale; pdecal->entityIndex = decalinfo->m_Entity; pdecal->texture = decalinfo->m_iTexture; // check to see if the decal actually intersects the surface // if not, then remove the decal R_DecalVertsClip( pdecal, surf, decalinfo->m_iTexture, &vertCount ); if( !vertCount ) { R_DecalUnlink( pdecal ); return; } // add to the surface's list R_AddDecalToSurface( pdecal, surf, decalinfo ); } void R_DecalSurface( msurface_t *surf, decalinfo_t *decalinfo ) { // get the texture associated with this surface mtexinfo_t *tex = surf->texinfo; decal_t *decal = surf->pdecals; vec4_t textureU, textureV; float s, t, w, h; connstate_t state = ENGINE_GET_PARM( PARM_CONNSTATE ); // we in restore mode if( state == ca_connected || state == ca_validate ) { // NOTE: we may have the decal on this surface that come from another level. // check duplicate with same position and texture while( decal != NULL ) { if( VectorCompare( decal->position, decalinfo->m_Position ) && decal->texture == decalinfo->m_iTexture ) return; // decal already exists, don't place it again decal = decal->pnext; } } Vector4Copy( tex->vecs[0], textureU ); Vector4Copy( tex->vecs[1], textureV ); // project decal center into the texture space of the surface s = DotProduct( decalinfo->m_Position, textureU ) + textureU[3] - surf->texturemins[0]; t = DotProduct( decalinfo->m_Position, textureV ) + textureV[3] - surf->texturemins[1]; // Determine the decal basis (measured in world space) // Note that the decal basis vectors 0 and 1 will always lie in the same // plane as the texture space basis vectorstextureVecsTexelsPerWorldUnits. R_DecalComputeBasis( surf, decalinfo->m_Flags, decalinfo->m_Basis ); // Compute an effective width and height (axis aligned) in the parent texture space // How does this work? decalBasis[0] represents the u-direction (width) // of the decal measured in world space, decalBasis[1] represents the // v-direction (height) measured in world space. // textureVecsTexelsPerWorldUnits[0] represents the u direction of // the surface's texture space measured in world space (with the appropriate // scale factor folded in), and textureVecsTexelsPerWorldUnits[1] // represents the texture space v direction. We want to find the dimensions (w,h) // of a square measured in texture space, axis aligned to that coordinate system. // All we need to do is to find the components of the decal edge vectors // (decalWidth * decalBasis[0], decalHeight * decalBasis[1]) // in texture coordinates: w = fabs( decalinfo->m_decalWidth * DotProduct( textureU, decalinfo->m_Basis[0] )) + fabs( decalinfo->m_decalHeight * DotProduct( textureU, decalinfo->m_Basis[1] )); h = fabs( decalinfo->m_decalWidth * DotProduct( textureV, decalinfo->m_Basis[0] )) + fabs( decalinfo->m_decalHeight * DotProduct( textureV, decalinfo->m_Basis[1] )); // move s,t to upper left corner s -= ( w * 0.5f ); t -= ( h * 0.5f ); // Is this rect within the surface? -- tex width & height are unsigned if( s <= -w || t <= -h || s > (surf->extents[0] + w) || t > (surf->extents[1] + h)) { return; // nope } // stamp it R_DecalCreate( decalinfo, surf, s, t ); } //----------------------------------------------------------------------------- // iterate over all surfaces on a node, looking for surfaces to decal //----------------------------------------------------------------------------- static void R_DecalNodeSurfaces( model_t *model, mnode_t *node, decalinfo_t *decalinfo ) { // iterate over all surfaces in the node msurface_t *surf; int i; surf = model->surfaces + node->firstsurface; for( i = 0; i < node->numsurfaces; i++, surf++ ) { // never apply decals on the water or sky surfaces if( surf->flags & (SURF_DRAWTURB|SURF_DRAWSKY|SURF_CONVEYOR)) continue; if( surf->flags & SURF_TRANSPARENT && !glState.stencilEnabled ) continue; R_DecalSurface( surf, decalinfo ); } } //----------------------------------------------------------------------------- // Recursive routine to find surface to apply a decal to. World coordinates of // the decal are passed in r_recalpos like the rest of the engine. This should // be called through R_DecalShoot() //----------------------------------------------------------------------------- static void R_DecalNode( model_t *model, mnode_t *node, decalinfo_t *decalinfo ) { mplane_t *splitplane; float dist; Assert( node != NULL ); if( node->contents < 0 ) { // hit a leaf return; } splitplane = node->plane; dist = DotProduct( decalinfo->m_Position, splitplane->normal ) - splitplane->dist; // This is arbitrarily set to 10 right now. In an ideal world we'd have the // exact surface but we don't so, this tells me which planes are "sort of // close" to the gunshot -- the gunshot is actually 4 units in front of the // wall (see dlls\weapons.cpp). We also need to check to see if the decal // actually intersects the texture space of the surface, as this method tags // parallel surfaces in the same node always. // JAY: This still tags faces that aren't correct at edges because we don't // have a surface normal if( dist > decalinfo->m_Size ) { R_DecalNode( model, node->children[0], decalinfo ); } else if( dist < -decalinfo->m_Size ) { R_DecalNode( model, node->children[1], decalinfo ); } else { if( dist < DECAL_DISTANCE && dist > -DECAL_DISTANCE ) R_DecalNodeSurfaces( model, node, decalinfo ); R_DecalNode( model, node->children[0], decalinfo ); R_DecalNode( model, node->children[1], decalinfo ); } } // Shoots a decal onto the surface of the BSP. position is the center of the decal in world coords void R_DecalShoot( int textureIndex, int entityIndex, int modelIndex, vec3_t pos, int flags, float scale ) { decalinfo_t decalInfo; cl_entity_t *ent = NULL; model_t *model = NULL; int width, height; hull_t *hull; if( textureIndex <= 0 || textureIndex >= MAX_TEXTURES ) { gEngfuncs.Con_Printf( S_ERROR "Decal has invalid texture!\n" ); return; } if( entityIndex > 0 ) { ent = gEngfuncs.GetEntityByIndex( entityIndex ); if( modelIndex > 0 ) model = gEngfuncs.pfnGetModelByIndex( modelIndex ); else if( ent != NULL ) model = gEngfuncs.pfnGetModelByIndex( ent->curstate.modelindex ); else return; } else if( modelIndex > 0 ) model = gEngfuncs.pfnGetModelByIndex( modelIndex ); else model = WORLDMODEL; if( !model ) return; if( model->type != mod_brush ) { gEngfuncs.Con_Printf( S_ERROR "Decals must hit mod_brush!\n" ); return; } decalInfo.m_pModel = model; hull = &model->hulls[0]; // always use #0 hull // NOTE: all the decals at 'first shoot' placed into local space of parent entity // and won't transform again on a next restore, levelchange etc if( ent && !FBitSet( flags, FDECAL_LOCAL_SPACE )) { vec3_t pos_l; // transform decal position in local bmodel space if( !VectorIsNull( ent->angles )) { matrix4x4 matrix; Matrix4x4_CreateFromEntity( matrix, ent->angles, ent->origin, 1.0f ); Matrix4x4_VectorITransform( matrix, pos, pos_l ); } else { VectorSubtract( pos, ent->origin, pos_l ); } VectorCopy( pos_l, decalInfo.m_Position ); // decal position moved into local space SetBits( flags, FDECAL_LOCAL_SPACE ); } else { // already in local space VectorCopy( pos, decalInfo.m_Position ); } // this decal must use landmark for correct transition // because their model exist only in world-space if( !FBitSet( model->flags, MODEL_HAS_ORIGIN )) SetBits( flags, FDECAL_USE_LANDMARK ); // more state used by R_DecalNode() decalInfo.m_iTexture = textureIndex; decalInfo.m_Entity = entityIndex; decalInfo.m_Flags = flags; R_GetDecalDimensions( textureIndex, &width, &height ); decalInfo.m_Size = width >> 1; if(( height >> 1 ) > decalInfo.m_Size ) decalInfo.m_Size = height >> 1; decalInfo.m_scale = bound( MIN_DECAL_SCALE, scale, MAX_DECAL_SCALE ); // compute the decal dimensions in world space decalInfo.m_decalWidth = width / decalInfo.m_scale; decalInfo.m_decalHeight = height / decalInfo.m_scale; R_DecalNode( model, &model->nodes[hull->firstclipnode], &decalInfo ); } // Build the vertex list for a decal on a surface and clip it to the surface. // This is a template so it can work on world surfaces and dynamic displacement // triangles the same way. float *R_DecalSetupVerts( decal_t *pDecal, msurface_t *surf, int texture, int *outCount ) { glpoly_t *p = pDecal->polys; int i, count; float *v, *v2; if( p ) { v = g_DecalClipVerts[0]; count = p->numverts; v2 = p->verts[0]; // if we have mesh so skip clipping and just copy vertexes out (perf) for( i = 0; i < count; i++, v += VERTEXSIZE, v2 += VERTEXSIZE ) { VectorCopy( v2, v ); v[3] = v2[3]; v[4] = v2[4]; v[5] = v2[5]; v[6] = v2[6]; } // restore pointer v = g_DecalClipVerts[0]; } else { v = R_DecalVertsClip( pDecal, surf, texture, &count ); R_DecalVertsLight( v, surf, count ); } if( outCount ) *outCount = count; return v; } void DrawSingleDecal( decal_t *pDecal, msurface_t *fa ) { float *v; int i, numVerts; v = R_DecalSetupVerts( pDecal, fa, pDecal->texture, &numVerts ); if( !numVerts ) return; GL_Bind( XASH_TEXTURE0, pDecal->texture ); pglBegin( GL_POLYGON ); for( i = 0; i < numVerts; i++, v += VERTEXSIZE ) { pglTexCoord2f( v[3], v[4] ); pglVertex3fv( v ); } pglEnd(); } void DrawSurfaceDecals( msurface_t *fa, qboolean single, qboolean reverse ) { decal_t *p; cl_entity_t *e; if( !fa->pdecals ) return; e = RI.currententity; Assert( e != NULL ); if( single ) { if( e->curstate.rendermode == kRenderNormal || e->curstate.rendermode == kRenderTransAlpha ) { pglDepthMask( GL_FALSE ); pglEnable( GL_BLEND ); if( e->curstate.rendermode == kRenderTransAlpha ) pglDisable( GL_ALPHA_TEST ); } if( e->curstate.rendermode == kRenderTransColor ) pglEnable( GL_TEXTURE_2D ); if( e->curstate.rendermode == kRenderTransTexture || e->curstate.rendermode == kRenderTransAdd ) GL_Cull( GL_NONE ); if( gl_polyoffset->value ) { pglEnable( GL_POLYGON_OFFSET_FILL ); pglPolygonOffset( -1.0f, -gl_polyoffset->value ); } } if( FBitSet( fa->flags, SURF_TRANSPARENT ) && glState.stencilEnabled ) { mtexinfo_t *tex = fa->texinfo; for( p = fa->pdecals; p; p = p->pnext ) { if( p->texture ) { float *o, *v; int i, numVerts; o = R_DecalSetupVerts( p, fa, p->texture, &numVerts ); pglEnable( GL_STENCIL_TEST ); pglStencilFunc( GL_ALWAYS, 1, 0xFFFFFFFF ); pglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE ); pglStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE ); pglBegin( GL_POLYGON ); for( i = 0, v = o; i < numVerts; i++, v += VERTEXSIZE ) { v[5] = ( DotProduct( v, tex->vecs[0] ) + tex->vecs[0][3] ) / tex->texture->width; v[6] = ( DotProduct( v, tex->vecs[1] ) + tex->vecs[1][3] ) / tex->texture->height; pglTexCoord2f( v[5], v[6] ); pglVertex3fv( v ); } pglEnd(); pglStencilOp( GL_KEEP, GL_KEEP, GL_DECR ); pglEnable( GL_ALPHA_TEST ); pglBegin( GL_POLYGON ); for( i = 0, v = o; i < numVerts; i++, v += VERTEXSIZE ) { pglTexCoord2f( v[5], v[6] ); pglVertex3fv( v ); } pglEnd(); pglDisable( GL_ALPHA_TEST ); pglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE ); pglStencilFunc( GL_EQUAL, 0, 0xFFFFFFFF ); pglStencilOp( GL_KEEP, GL_KEEP, GL_KEEP ); } } } pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); if( reverse && e->curstate.rendermode == kRenderTransTexture ) { decal_t *list[1024]; int i, count; for( p = fa->pdecals, count = 0; p && count < 1024; p = p->pnext ) if( p->texture ) list[count++] = p; for( i = count - 1; i >= 0; i-- ) DrawSingleDecal( list[i], fa ); } else { for( p = fa->pdecals; p; p = p->pnext ) { if( !p->texture ) continue; DrawSingleDecal( p, fa ); } } if( FBitSet( fa->flags, SURF_TRANSPARENT ) && glState.stencilEnabled ) pglDisable( GL_STENCIL_TEST ); if( single ) { if( e->curstate.rendermode == kRenderNormal || e->curstate.rendermode == kRenderTransAlpha ) { pglDepthMask( GL_TRUE ); pglDisable( GL_BLEND ); if( e->curstate.rendermode == kRenderTransAlpha ) pglEnable( GL_ALPHA_TEST ); } if( gl_polyoffset->value ) pglDisable( GL_POLYGON_OFFSET_FILL ); if( e->curstate.rendermode == kRenderTransTexture || e->curstate.rendermode == kRenderTransAdd ) GL_Cull( GL_FRONT ); if( e->curstate.rendermode == kRenderTransColor ) pglDisable( GL_TEXTURE_2D ); // restore blendfunc here if( e->curstate.rendermode == kRenderTransAdd || e->curstate.rendermode == kRenderGlow ) pglBlendFunc( GL_SRC_ALPHA, GL_ONE ); pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); } } void DrawDecalsBatch( void ) { cl_entity_t *e; int i; if( !tr.num_draw_decals ) return; e = RI.currententity; Assert( e != NULL ); if( e->curstate.rendermode != kRenderTransTexture ) { pglEnable( GL_BLEND ); pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); pglDepthMask( GL_FALSE ); } if( e->curstate.rendermode == kRenderTransTexture || e->curstate.rendermode == kRenderTransAdd ) GL_Cull( GL_NONE ); if( gl_polyoffset->value ) { pglEnable( GL_POLYGON_OFFSET_FILL ); pglPolygonOffset( -1.0f, -gl_polyoffset->value ); } for( i = 0; i < tr.num_draw_decals; i++ ) { DrawSurfaceDecals( tr.draw_decals[i], false, false ); } if( e->curstate.rendermode != kRenderTransTexture ) { pglDepthMask( GL_TRUE ); pglDisable( GL_BLEND ); pglDisable( GL_ALPHA_TEST ); } if( gl_polyoffset->value ) pglDisable( GL_POLYGON_OFFSET_FILL ); if( e->curstate.rendermode == kRenderTransTexture || e->curstate.rendermode == kRenderTransAdd ) GL_Cull( GL_FRONT ); tr.num_draw_decals = 0; } /* ============================================================= DECALS SERIALIZATION ============================================================= */ static qboolean R_DecalUnProject( decal_t *pdecal, decallist_t *entry ) { if( !pdecal || !( pdecal->psurface )) return false; VectorCopy( pdecal->position, entry->position ); entry->entityIndex = pdecal->entityIndex; // Grab surface plane equation if( pdecal->psurface->flags & SURF_PLANEBACK ) VectorNegate( pdecal->psurface->plane->normal, entry->impactPlaneNormal ); else VectorCopy( pdecal->psurface->plane->normal, entry->impactPlaneNormal ); return true; } //----------------------------------------------------------------------------- // Purpose: // Input : *pList - // count - // Output : static int //----------------------------------------------------------------------------- static int DecalListAdd( decallist_t *pList, int count ) { vec3_t tmp; decallist_t *pdecal; int i; pdecal = pList + count; for( i = 0; i < count; i++ ) { if( !Q_strcmp( pdecal->name, pList[i].name ) && pdecal->entityIndex == pList[i].entityIndex ) { VectorSubtract( pdecal->position, pList[i].position, tmp ); // Merge if( VectorLength( tmp ) < DECAL_OVERLAP_DISTANCE ) return count; } } // this is a new decal return count + 1; } static int DecalDepthCompare( const void *a, const void *b ) { const decallist_t *elem1, *elem2; elem1 = (const decallist_t *)a; elem2 = (const decallist_t *)b; if( elem1->depth > elem2->depth ) return 1; if( elem1->depth < elem2->depth ) return -1; return 0; } //----------------------------------------------------------------------------- // Purpose: Called by CSaveRestore::SaveClientState // Input : *pList - // Output : int //----------------------------------------------------------------------------- int R_CreateDecalList( decallist_t *pList ) { int total = 0; int i, depth; if( WORLDMODEL ) { for( i = 0; i < MAX_RENDER_DECALS; i++ ) { decal_t *decal = &gDecalPool[i]; decal_t *pdecals; // decal is in use and is not a custom decal if( decal->psurface == NULL || FBitSet( decal->flags, FDECAL_DONTSAVE )) continue; // compute depth depth = 0; pdecals = decal->psurface->pdecals; while( pdecals && pdecals != decal ) { depth++; pdecals = pdecals->pnext; } pList[total].depth = depth; pList[total].flags = decal->flags; pList[total].scale = decal->scale; R_DecalUnProject( decal, &pList[total] ); COM_FileBase( R_GetTexture( decal->texture )->name, pList[total].name ); // check to see if the decal should be added total = DecalListAdd( pList, total ); } if( gEngfuncs.drawFuncs->R_CreateStudioDecalList ) { total += gEngfuncs.drawFuncs->R_CreateStudioDecalList( pList, total ); } } // sort the decals lowest depth first, so they can be re-applied in order qsort( pList, total, sizeof( decallist_t ), DecalDepthCompare ); return total; } /* =============== R_DecalRemoveAll remove all decals with specified texture =============== */ void R_DecalRemoveAll( int textureIndex ) { decal_t *pdecal; int i; if( textureIndex < 0 || textureIndex >= MAX_TEXTURES ) return; // out of bounds for( i = 0; i < gDecalCount; i++ ) { pdecal = &gDecalPool[i]; // don't remove permanent decals if( !textureIndex && FBitSet( pdecal->flags, FDECAL_PERMANENT )) continue; if( !textureIndex || ( pdecal->texture == textureIndex )) R_DecalUnlink( pdecal ); } } /* =============== R_EntityRemoveDecals remove all decals from specified entity =============== */ void R_EntityRemoveDecals( model_t *mod ) { msurface_t *psurf; decal_t *p; int i; if( !mod || mod->type != mod_brush ) return; psurf = &mod->surfaces[mod->firstmodelsurface]; for( i = 0; i < mod->nummodelsurfaces; i++, psurf++ ) { for( p = psurf->pdecals; p; p = p->pnext ) R_DecalUnlink( p ); } } /* =============== R_ClearAllDecals remove all decals from anything used for full decals restart =============== */ void R_ClearAllDecals( void ) { decal_t *pdecal; int i; // because gDecalCount may be zeroed after recach the decal limit for( i = 0; i < MAX_RENDER_DECALS; i++ ) { pdecal = &gDecalPool[i]; R_DecalUnlink( pdecal ); } if( gEngfuncs.drawFuncs->R_ClearStudioDecals ) { gEngfuncs.drawFuncs->R_ClearStudioDecals(); } }