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https://github.com/w23/xash3d-fwgs
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1299 lines
34 KiB
C
1299 lines
34 KiB
C
/*
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gl_decals.c - decal paste and rendering
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Copyright (C) 2010 Uncle Mike
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This program 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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This program 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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*/
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#include "r_local.h"
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//#include "cl_tent.h"
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#define DECAL_OVERLAP_DISTANCE 2
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#define DECAL_DISTANCE 4 // too big values produce more clipped polygons
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#define MAX_DECALCLIPVERT 32 // produced vertexes of fragmented decal
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#define DECAL_CACHEENTRY 256 // MUST BE POWER OF 2 or code below needs to change!
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#define DECAL_TRANSPARENT_THRESHOLD 230 // transparent decals draw with GL_MODULATE
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// empirically determined constants for minimizing overalpping decals
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#define MAX_OVERLAP_DECALS 6
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#define DECAL_OVERLAP_DIST 8
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#define MIN_DECAL_SCALE 0.01f
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#define MAX_DECAL_SCALE 16.0f
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// clip edges
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#define LEFT_EDGE 0
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#define RIGHT_EDGE 1
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#define TOP_EDGE 2
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#define BOTTOM_EDGE 3
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// This structure contains the information used to create new decals
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typedef struct
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{
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vec3_t m_Position; // world coordinates of the decal center
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model_t *m_pModel; // the model the decal is going to be applied in
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int m_iTexture; // The decal material
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int m_Size; // Size of the decal (in world coords)
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int m_Flags;
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int m_Entity; // Entity the decal is applied to.
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float m_scale;
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int m_decalWidth;
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int m_decalHeight;
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vec3_t m_Basis[3];
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} decalinfo_t;
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static float g_DecalClipVerts[MAX_DECALCLIPVERT][VERTEXSIZE];
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static float g_DecalClipVerts2[MAX_DECALCLIPVERT][VERTEXSIZE];
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decal_t gDecalPool[MAX_RENDER_DECALS];
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static int gDecalCount;
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void R_ClearDecals( void )
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{
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memset( gDecalPool, 0, sizeof( gDecalPool ));
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gDecalCount = 0;
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}
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// unlink pdecal from any surface it's attached to
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static void R_DecalUnlink( decal_t *pdecal )
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{
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decal_t *tmp;
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if( pdecal->psurface )
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{
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if( pdecal->psurface->pdecals == pdecal )
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{
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pdecal->psurface->pdecals = pdecal->pnext;
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}
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else
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{
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tmp = pdecal->psurface->pdecals;
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if( !tmp ) gEngfuncs.Host_Error( "D_DecalUnlink: bad decal list\n" );
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while( tmp->pnext )
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{
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if( tmp->pnext == pdecal )
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{
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tmp->pnext = pdecal->pnext;
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break;
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}
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tmp = tmp->pnext;
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}
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}
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}
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if( pdecal->polys )
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Mem_Free( pdecal->polys );
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pdecal->psurface = NULL;
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pdecal->polys = NULL;
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}
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// Just reuse next decal in list
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// A decal that spans multiple surfaces will use multiple decal_t pool entries,
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// as each surface needs it's own.
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static decal_t *R_DecalAlloc( decal_t *pdecal )
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{
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int limit = MAX_RENDER_DECALS;
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if( r_decals->value < limit )
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limit = r_decals->value;
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if( !limit ) return NULL;
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if( !pdecal )
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{
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int count = 0;
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// check for the odd possiblity of infinte loop
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do
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{
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if( gDecalCount >= limit )
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gDecalCount = 0;
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pdecal = &gDecalPool[gDecalCount]; // reuse next decal
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gDecalCount++;
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count++;
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} while( FBitSet( pdecal->flags, FDECAL_PERMANENT ) && count < limit );
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}
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// if decal is already linked to a surface, unlink it.
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R_DecalUnlink( pdecal );
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return pdecal;
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}
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//-----------------------------------------------------------------------------
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// find decal image and grab size from it
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//-----------------------------------------------------------------------------
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static void R_GetDecalDimensions( int texture, int *width, int *height )
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{
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if( width ) *width = 1; // to avoid divide by zero
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if( height ) *height = 1;
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R_GetTextureParms( width, height, texture );
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}
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//-----------------------------------------------------------------------------
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// compute the decal basis based on surface normal
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//-----------------------------------------------------------------------------
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void R_DecalComputeBasis( msurface_t *surf, int flags, vec3_t textureSpaceBasis[3] )
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{
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vec3_t surfaceNormal;
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// setup normal
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if( surf->flags & SURF_PLANEBACK )
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VectorNegate( surf->plane->normal, surfaceNormal );
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else VectorCopy( surf->plane->normal, surfaceNormal );
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VectorNormalize2( surfaceNormal, textureSpaceBasis[2] );
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#if 0
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if( FBitSet( flags, FDECAL_CUSTOM ))
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{
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vec3_t pSAxis = { 1, 0, 0 };
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// T = S cross N
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CrossProduct( pSAxis, textureSpaceBasis[2], textureSpaceBasis[1] );
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// Name sure they aren't parallel or antiparallel
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// In that case, fall back to the normal algorithm.
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if( DotProduct( textureSpaceBasis[1], textureSpaceBasis[1] ) > 1e-6 )
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{
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// S = N cross T
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CrossProduct( textureSpaceBasis[2], textureSpaceBasis[1], textureSpaceBasis[0] );
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VectorNormalizeFast( textureSpaceBasis[0] );
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VectorNormalizeFast( textureSpaceBasis[1] );
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return;
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}
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// Fall through to the standard algorithm for parallel or antiparallel
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}
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#endif
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VectorNormalize2( surf->texinfo->vecs[0], textureSpaceBasis[0] );
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VectorNormalize2( surf->texinfo->vecs[1], textureSpaceBasis[1] );
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}
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void R_SetupDecalTextureSpaceBasis( decal_t *pDecal, msurface_t *surf, int texture, vec3_t textureSpaceBasis[3], float decalWorldScale[2] )
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{
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int width, height;
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// Compute the non-scaled decal basis
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R_DecalComputeBasis( surf, pDecal->flags, textureSpaceBasis );
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R_GetDecalDimensions( texture, &width, &height );
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// world width of decal = ptexture->width / pDecal->scale
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// world height of decal = ptexture->height / pDecal->scale
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// scale is inverse, scales world space to decal u/v space [0,1]
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// OPTIMIZE: Get rid of these divides
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decalWorldScale[0] = (float)pDecal->scale / width;
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decalWorldScale[1] = (float)pDecal->scale / height;
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VectorScale( textureSpaceBasis[0], decalWorldScale[0], textureSpaceBasis[0] );
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VectorScale( textureSpaceBasis[1], decalWorldScale[1], textureSpaceBasis[1] );
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}
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// Build the initial list of vertices from the surface verts into the global array, 'verts'.
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void R_SetupDecalVertsForMSurface( decal_t *pDecal, msurface_t *surf, vec3_t textureSpaceBasis[3], float *verts )
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{
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float *v;
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int i;
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if( !surf->polys )
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return;
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for( i = 0, v = surf->polys->verts[0]; i < surf->polys->numverts; i++, v += VERTEXSIZE, verts += VERTEXSIZE )
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{
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VectorCopy( v, verts ); // copy model space coordinates
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verts[3] = DotProduct( verts, textureSpaceBasis[0] ) - pDecal->dx + 0.5f;
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verts[4] = DotProduct( verts, textureSpaceBasis[1] ) - pDecal->dy + 0.5f;
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verts[5] = verts[6] = 0.0f;
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}
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}
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// Figure out where the decal maps onto the surface.
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void R_SetupDecalClip( decal_t *pDecal, msurface_t *surf, int texture, vec3_t textureSpaceBasis[3], float decalWorldScale[2] )
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{
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R_SetupDecalTextureSpaceBasis( pDecal, surf, texture, textureSpaceBasis, decalWorldScale );
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// Generate texture coordinates for each vertex in decal s,t space
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// probably should pre-generate this, store it and use it for decal-decal collisions
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// as in R_DecalsIntersect()
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pDecal->dx = DotProduct( pDecal->position, textureSpaceBasis[0] );
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pDecal->dy = DotProduct( pDecal->position, textureSpaceBasis[1] );
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}
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// Quick and dirty sutherland Hodgman clipper
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// Clip polygon to decal in texture space
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// JAY: This code is lame, change it later. It does way too much work per frame
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// It can be made to recursively call the clipping code and only copy the vertex list once
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int R_ClipInside( float *vert, int edge )
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{
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switch( edge )
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{
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case LEFT_EDGE:
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if( vert[3] > 0.0f )
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return 1;
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return 0;
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case RIGHT_EDGE:
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if( vert[3] < 1.0f )
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return 1;
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return 0;
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case TOP_EDGE:
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if( vert[4] > 0.0f )
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return 1;
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return 0;
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case BOTTOM_EDGE:
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if( vert[4] < 1.0f )
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return 1;
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return 0;
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}
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return 0;
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}
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void R_ClipIntersect( float *one, float *two, float *out, int edge )
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{
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float t;
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// t is the parameter of the line between one and two clipped to the edge
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// or the fraction of the clipped point between one & two
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// vert[0], vert[1], vert[2] is X, Y, Z
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// vert[3] is u
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// vert[4] is v
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// vert[5] is lightmap u
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// vert[6] is lightmap v
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if( edge < TOP_EDGE )
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{
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if( edge == LEFT_EDGE )
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{
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// left
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t = ((one[3] - 0.0f) / (one[3] - two[3]));
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out[3] = out[5] = 0.0f;
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}
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else
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{
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// right
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t = ((one[3] - 1.0f) / (one[3] - two[3]));
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out[3] = out[5] = 1.0f;
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}
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out[4] = one[4] + (two[4] - one[4]) * t;
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out[6] = one[6] + (two[6] - one[6]) * t;
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}
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else
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{
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if( edge == TOP_EDGE )
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{
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// top
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t = ((one[4] - 0.0f) / (one[4] - two[4]));
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out[4] = out[6] = 0.0f;
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}
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else
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{
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// bottom
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t = ((one[4] - 1.0f) / (one[4] - two[4]));
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out[4] = out[6] = 1.0f;
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}
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out[3] = one[3] + (two[3] - one[3]) * t;
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out[5] = one[5] + (two[4] - one[5]) * t;
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}
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VectorLerp( one, t, two, out );
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}
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static int SHClip( float *vert, int vertCount, float *out, int edge )
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{
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int j, outCount;
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float *s, *p;
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outCount = 0;
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s = &vert[(vertCount - 1) * VERTEXSIZE];
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for( j = 0; j < vertCount; j++ )
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{
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p = &vert[j * VERTEXSIZE];
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if( R_ClipInside( p, edge ))
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{
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if( R_ClipInside( s, edge ))
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{
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// Add a vertex and advance out to next vertex
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memcpy( out, p, sizeof( float ) * VERTEXSIZE );
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out += VERTEXSIZE;
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outCount++;
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}
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else
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{
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R_ClipIntersect( s, p, out, edge );
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out += VERTEXSIZE;
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outCount++;
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memcpy( out, p, sizeof( float ) * VERTEXSIZE );
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out += VERTEXSIZE;
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outCount++;
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}
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}
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else
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{
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if( R_ClipInside( s, edge ))
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{
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R_ClipIntersect( p, s, out, edge );
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out += VERTEXSIZE;
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outCount++;
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}
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}
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s = p;
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}
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return outCount;
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}
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float *R_DoDecalSHClip( float *pInVerts, decal_t *pDecal, int nStartVerts, int *pVertCount )
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{
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float *pOutVerts = g_DecalClipVerts[0];
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int outCount;
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// clip the polygon to the decal texture space
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outCount = SHClip( pInVerts, nStartVerts, g_DecalClipVerts2[0], LEFT_EDGE );
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outCount = SHClip( g_DecalClipVerts2[0], outCount, g_DecalClipVerts[0], RIGHT_EDGE );
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outCount = SHClip( g_DecalClipVerts[0], outCount, g_DecalClipVerts2[0], TOP_EDGE );
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outCount = SHClip( g_DecalClipVerts2[0], outCount, pOutVerts, BOTTOM_EDGE );
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if( pVertCount )
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*pVertCount = outCount;
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return pOutVerts;
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}
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//-----------------------------------------------------------------------------
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// Generate clipped vertex list for decal pdecal projected onto polygon psurf
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//-----------------------------------------------------------------------------
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float *R_DecalVertsClip( decal_t *pDecal, msurface_t *surf, int texture, int *pVertCount )
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{
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float decalWorldScale[2];
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vec3_t textureSpaceBasis[3];
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// figure out where the decal maps onto the surface.
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R_SetupDecalClip( pDecal, surf, texture, textureSpaceBasis, decalWorldScale );
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// build the initial list of vertices from the surface verts.
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R_SetupDecalVertsForMSurface( pDecal, surf, textureSpaceBasis, g_DecalClipVerts[0] );
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if( !surf->polys )
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return 0;
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return R_DoDecalSHClip( g_DecalClipVerts[0], pDecal, surf->polys->numverts, pVertCount );
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}
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// Generate lighting coordinates at each vertex for decal vertices v[] on surface psurf
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static void R_DecalVertsLight( float *v, msurface_t *surf, int vertCount )
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{
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float s, t;
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mtexinfo_t *tex;
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mextrasurf_t *info = surf->info;
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float sample_size;
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int j;
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sample_size = gEngfuncs.Mod_SampleSizeForFace( surf );
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tex = surf->texinfo;
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for( j = 0; j < vertCount; j++, v += VERTEXSIZE )
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{
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// lightmap texture coordinates
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s = DotProduct( v, info->lmvecs[0] ) + info->lmvecs[0][3] - info->lightmapmins[0];
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s += surf->light_s * sample_size;
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s += sample_size * 0.5f;
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s /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->width;
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t = DotProduct( v, info->lmvecs[1] ) + info->lmvecs[1][3] - info->lightmapmins[1];
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t += surf->light_t * sample_size;
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t += sample_size * 0.5f;
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t /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->height;
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v[5] = s;
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v[6] = t;
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}
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}
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// Check for intersecting decals on this surface
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static decal_t *R_DecalIntersect( decalinfo_t *decalinfo, msurface_t *surf, int *pcount )
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{
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int texture;
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decal_t *plast, *pDecal;
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vec3_t decalExtents[2];
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float lastArea = 2;
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int mapSize[2];
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plast = NULL;
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*pcount = 0;
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// (Same as R_SetupDecalClip).
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texture = decalinfo->m_iTexture;
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// precalculate the extents of decalinfo's decal in world space.
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R_GetDecalDimensions( texture, &mapSize[0], &mapSize[1] );
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VectorScale( decalinfo->m_Basis[0], ((mapSize[0] / decalinfo->m_scale) * 0.5f), decalExtents[0] );
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VectorScale( decalinfo->m_Basis[1], ((mapSize[1] / decalinfo->m_scale) * 0.5f), decalExtents[1] );
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pDecal = surf->pdecals;
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while( pDecal )
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{
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texture = pDecal->texture;
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// Don't steal bigger decals and replace them with smaller decals
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// Don't steal permanent decals
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if( !FBitSet( pDecal->flags, FDECAL_PERMANENT ))
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{
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vec3_t testBasis[3];
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vec3_t testPosition[2];
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float testWorldScale[2];
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vec2_t vDecalMin, vDecalMax;
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vec2_t vUnionMin, vUnionMax;
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R_SetupDecalTextureSpaceBasis( pDecal, surf, texture, testBasis, testWorldScale );
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VectorSubtract( decalinfo->m_Position, decalExtents[0], testPosition[0] );
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VectorSubtract( decalinfo->m_Position, decalExtents[1], testPosition[1] );
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// Here, we project the min and max extents of the decal that got passed in into
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// this decal's (pDecal's) [0,0,1,1] clip space, just like we would if we were
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// clipping a triangle into pDecal's clip space.
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Vector2Set( vDecalMin,
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DotProduct( testPosition[0], testBasis[0] ) - pDecal->dx + 0.5f,
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DotProduct( testPosition[1], testBasis[1] ) - pDecal->dy + 0.5f );
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VectorAdd( decalinfo->m_Position, decalExtents[0], testPosition[0] );
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VectorAdd( decalinfo->m_Position, decalExtents[1], testPosition[1] );
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Vector2Set( vDecalMax,
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DotProduct( testPosition[0], testBasis[0] ) - pDecal->dx + 0.5f,
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DotProduct( testPosition[1], testBasis[1] ) - pDecal->dy + 0.5f );
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// Now figure out the part of the projection that intersects pDecal's
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// clip box [0,0,1,1].
|
|
Vector2Set( vUnionMin, Q_max( vDecalMin[0], 0 ), Q_max( vDecalMin[1], 0 ));
|
|
Vector2Set( vUnionMax, Q_min( vDecalMax[0], 1 ), Q_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;
|
|
|
|
return NULL;
|
|
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;
|
|
}
|
|
|
|
// force surface cache rebuild
|
|
surf->dlightframe = tr.framecount + 1;
|
|
|
|
// 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;
|
|
|
|
// we can implement alpha testing without stencil
|
|
//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 GAME_EXPORT 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 * GAME_EXPORT 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;
|
|
}
|
|
|
|
#if 0
|
|
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;
|
|
}
|
|
#endif
|
|
/*
|
|
=============================================================
|
|
|
|
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 GAME_EXPORT R_CreateDecalList( decallist_t *pList )
|
|
{
|
|
int total = 0;
|
|
int i, depth;
|
|
|
|
// return 0; // crash on changelevel. API bug?
|
|
|
|
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 GAME_EXPORT 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 GAME_EXPORT 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 GAME_EXPORT 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();
|
|
}
|
|
}
|