2 ===========================================================================
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
7 This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
9 Doom 3 Source Code is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by
11 the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version.
14 Doom 3 Source Code is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details.
19 You should have received a copy of the GNU General Public License
20 along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
22 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.
24 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.
26 ===========================================================================
29 #include "../idlib/precompiled.h"
33 #include "Model_local.h"
38 A simple sprite model that always faces the view axis.
42 static const char *sprite_SnapshotName = "_sprite_Snapshot_";
46 idRenderModelBeam::IsDynamicModel
49 dynamicModel_t idRenderModelSprite::IsDynamicModel() const {
55 idRenderModelBeam::IsLoaded
58 bool idRenderModelSprite::IsLoaded() const {
64 idRenderModelSprite::InstantiateDynamicModel
67 idRenderModel * idRenderModelSprite::InstantiateDynamicModel( const struct renderEntity_s *renderEntity, const struct viewDef_s *viewDef, idRenderModel *cachedModel ) {
68 idRenderModelStatic *staticModel;
72 if ( cachedModel && !r_useCachedDynamicModels.GetBool() ) {
77 if ( renderEntity == NULL || viewDef == NULL ) {
82 if ( cachedModel != NULL ) {
84 assert( dynamic_cast<idRenderModelStatic *>( cachedModel ) != NULL );
85 assert( idStr::Icmp( cachedModel->Name(), sprite_SnapshotName ) == 0 );
87 staticModel = static_cast<idRenderModelStatic *>( cachedModel );
88 surf = *staticModel->Surface( 0 );
93 staticModel = new idRenderModelStatic;
94 staticModel->InitEmpty( sprite_SnapshotName );
96 tri = R_AllocStaticTriSurf();
97 R_AllocStaticTriSurfVerts( tri, 4 );
98 R_AllocStaticTriSurfIndexes( tri, 6 );
100 tri->verts[ 0 ].Clear();
101 tri->verts[ 0 ].normal.Set( 1.0f, 0.0f, 0.0f );
102 tri->verts[ 0 ].tangents[0].Set( 0.0f, 1.0f, 0.0f );
103 tri->verts[ 0 ].tangents[1].Set( 0.0f, 0.0f, 1.0f );
104 tri->verts[ 0 ].st[ 0 ] = 0.0f;
105 tri->verts[ 0 ].st[ 1 ] = 0.0f;
107 tri->verts[ 1 ].Clear();
108 tri->verts[ 1 ].normal.Set( 1.0f, 0.0f, 0.0f );
109 tri->verts[ 1 ].tangents[0].Set( 0.0f, 1.0f, 0.0f );
110 tri->verts[ 1 ].tangents[1].Set( 0.0f, 0.0f, 1.0f );
111 tri->verts[ 1 ].st[ 0 ] = 1.0f;
112 tri->verts[ 1 ].st[ 1 ] = 0.0f;
114 tri->verts[ 2 ].Clear();
115 tri->verts[ 2 ].normal.Set( 1.0f, 0.0f, 0.0f );
116 tri->verts[ 2 ].tangents[0].Set( 0.0f, 1.0f, 0.0f );
117 tri->verts[ 2 ].tangents[1].Set( 0.0f, 0.0f, 1.0f );
118 tri->verts[ 2 ].st[ 0 ] = 1.0f;
119 tri->verts[ 2 ].st[ 1 ] = 1.0f;
121 tri->verts[ 3 ].Clear();
122 tri->verts[ 3 ].normal.Set( 1.0f, 0.0f, 0.0f );
123 tri->verts[ 3 ].tangents[0].Set( 0.0f, 1.0f, 0.0f );
124 tri->verts[ 3 ].tangents[1].Set( 0.0f, 0.0f, 1.0f );
125 tri->verts[ 3 ].st[ 0 ] = 0.0f;
126 tri->verts[ 3 ].st[ 1 ] = 1.0f;
128 tri->indexes[ 0 ] = 0;
129 tri->indexes[ 1 ] = 1;
130 tri->indexes[ 2 ] = 3;
131 tri->indexes[ 3 ] = 1;
132 tri->indexes[ 4 ] = 2;
133 tri->indexes[ 5 ] = 3;
140 surf.shader = tr.defaultMaterial;
141 staticModel->AddSurface( surf );
144 int red = idMath::FtoiFast( renderEntity->shaderParms[ SHADERPARM_RED ] * 255.0f );
145 int green = idMath::FtoiFast( renderEntity->shaderParms[ SHADERPARM_GREEN ] * 255.0f );
146 int blue = idMath::FtoiFast( renderEntity->shaderParms[ SHADERPARM_BLUE ] * 255.0f );
147 int alpha = idMath::FtoiFast( renderEntity->shaderParms[ SHADERPARM_ALPHA ] * 255.0f );
149 idVec3 right = idVec3( 0.0f, renderEntity->shaderParms[ SHADERPARM_SPRITE_WIDTH ] * 0.5f, 0.0f );
150 idVec3 up = idVec3( 0.0f, 0.0f, renderEntity->shaderParms[ SHADERPARM_SPRITE_HEIGHT ] * 0.5f );
152 tri->verts[ 0 ].xyz = up + right;
153 tri->verts[ 0 ].color[ 0 ] = red;
154 tri->verts[ 0 ].color[ 1 ] = green;
155 tri->verts[ 0 ].color[ 2 ] = blue;
156 tri->verts[ 0 ].color[ 3 ] = alpha;
158 tri->verts[ 1 ].xyz = up - right;
159 tri->verts[ 1 ].color[ 0 ] = red;
160 tri->verts[ 1 ].color[ 1 ] = green;
161 tri->verts[ 1 ].color[ 2 ] = blue;
162 tri->verts[ 1 ].color[ 3 ] = alpha;
164 tri->verts[ 2 ].xyz = - right - up;
165 tri->verts[ 2 ].color[ 0 ] = red;
166 tri->verts[ 2 ].color[ 1 ] = green;
167 tri->verts[ 2 ].color[ 2 ] = blue;
168 tri->verts[ 2 ].color[ 3 ] = alpha;
170 tri->verts[ 3 ].xyz = right - up;
171 tri->verts[ 3 ].color[ 0 ] = red;
172 tri->verts[ 3 ].color[ 1 ] = green;
173 tri->verts[ 3 ].color[ 2 ] = blue;
174 tri->verts[ 3 ].color[ 3 ] = alpha;
176 R_BoundTriSurf( tri );
178 staticModel->bounds = tri->bounds;
185 idRenderModelSprite::Bounds
188 idBounds idRenderModelSprite::Bounds( const struct renderEntity_s *renderEntity ) const {
192 if ( renderEntity == NULL ) {
193 b.ExpandSelf( 8.0f );
195 b.ExpandSelf( Max( renderEntity->shaderParms[ SHADERPARM_SPRITE_WIDTH ], renderEntity->shaderParms[ SHADERPARM_SPRITE_HEIGHT ] ) * 0.5f );