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"
37 This is a simple dynamic model that just creates a stretched quad between
38 two points that faces the view, like a dynamic deform tube.
42 static const char *beam_SnapshotName = "_beam_Snapshot_";
46 idRenderModelBeam::IsDynamicModel
49 dynamicModel_t idRenderModelBeam::IsDynamicModel() const {
50 return DM_CONTINUOUS; // regenerate for every view
55 idRenderModelBeam::IsLoaded
58 bool idRenderModelBeam::IsLoaded() const {
59 return true; // don't ever need to load
64 idRenderModelBeam::InstantiateDynamicModel
67 idRenderModel *idRenderModelBeam::InstantiateDynamicModel( const struct renderEntity_s *renderEntity, const struct viewDef_s *viewDef, idRenderModel *cachedModel ) {
68 idRenderModelStatic *staticModel;
77 if ( renderEntity == NULL || viewDef == NULL ) {
82 if ( cachedModel != NULL ) {
84 assert( dynamic_cast<idRenderModelStatic *>( cachedModel ) != NULL );
85 assert( idStr::Icmp( cachedModel->Name(), beam_SnapshotName ) == 0 );
87 staticModel = static_cast<idRenderModelStatic *>( cachedModel );
88 surf = *staticModel->Surface( 0 );
93 staticModel = new idRenderModelStatic;
94 staticModel->InitEmpty( beam_SnapshotName );
96 tri = R_AllocStaticTriSurf();
97 R_AllocStaticTriSurfVerts( tri, 4 );
98 R_AllocStaticTriSurfIndexes( tri, 6 );
100 tri->verts[0].Clear();
101 tri->verts[0].st[0] = 0;
102 tri->verts[0].st[1] = 0;
104 tri->verts[1].Clear();
105 tri->verts[1].st[0] = 0;
106 tri->verts[1].st[1] = 1;
108 tri->verts[2].Clear();
109 tri->verts[2].st[0] = 1;
110 tri->verts[2].st[1] = 0;
112 tri->verts[3].Clear();
113 tri->verts[3].st[0] = 1;
114 tri->verts[3].st[1] = 1;
128 surf.shader = tr.defaultMaterial;
129 staticModel->AddSurface( surf );
132 idVec3 target = *reinterpret_cast<const idVec3 *>( &renderEntity->shaderParms[SHADERPARM_BEAM_END_X] );
134 // we need the view direction to project the minor axis of the tube
135 // as the view changes
136 idVec3 localView, localTarget;
137 float modelMatrix[16];
138 R_AxisToModelMatrix( renderEntity->axis, renderEntity->origin, modelMatrix );
139 R_GlobalPointToLocal( modelMatrix, viewDef->renderView.vieworg, localView );
140 R_GlobalPointToLocal( modelMatrix, target, localTarget );
142 idVec3 major = localTarget;
145 idVec3 mid = 0.5f * localTarget;
146 idVec3 dir = mid - localView;
147 minor.Cross( major, dir );
149 if ( renderEntity->shaderParms[SHADERPARM_BEAM_WIDTH] != 0.0f ) {
150 minor *= renderEntity->shaderParms[SHADERPARM_BEAM_WIDTH] * 0.5f;
153 int red = idMath::FtoiFast( renderEntity->shaderParms[SHADERPARM_RED] * 255.0f );
154 int green = idMath::FtoiFast( renderEntity->shaderParms[SHADERPARM_GREEN] * 255.0f );
155 int blue = idMath::FtoiFast( renderEntity->shaderParms[SHADERPARM_BLUE] * 255.0f );
156 int alpha = idMath::FtoiFast( renderEntity->shaderParms[SHADERPARM_ALPHA] * 255.0f );
158 tri->verts[0].xyz = minor;
159 tri->verts[0].color[0] = red;
160 tri->verts[0].color[1] = green;
161 tri->verts[0].color[2] = blue;
162 tri->verts[0].color[3] = alpha;
164 tri->verts[1].xyz = -minor;
165 tri->verts[1].color[0] = red;
166 tri->verts[1].color[1] = green;
167 tri->verts[1].color[2] = blue;
168 tri->verts[1].color[3] = alpha;
170 tri->verts[2].xyz = localTarget + minor;
171 tri->verts[2].color[0] = red;
172 tri->verts[2].color[1] = green;
173 tri->verts[2].color[2] = blue;
174 tri->verts[2].color[3] = alpha;
176 tri->verts[3].xyz = localTarget - minor;
177 tri->verts[3].color[0] = red;
178 tri->verts[3].color[1] = green;
179 tri->verts[3].color[2] = blue;
180 tri->verts[3].color[3] = alpha;
182 R_BoundTriSurf( tri );
184 staticModel->bounds = tri->bounds;
191 idRenderModelBeam::Bounds
194 idBounds idRenderModelBeam::Bounds( const struct renderEntity_s *renderEntity ) const {
198 if ( !renderEntity ) {
199 b.ExpandSelf( 8.0f );
201 idVec3 target = *reinterpret_cast<const idVec3 *>( &renderEntity->shaderParms[SHADERPARM_BEAM_END_X] );
203 float modelMatrix[16];
204 R_AxisToModelMatrix( renderEntity->axis, renderEntity->origin, modelMatrix );
205 R_GlobalPointToLocal( modelMatrix, target, localTarget );
207 b.AddPoint( localTarget );
208 if ( renderEntity->shaderParms[SHADERPARM_BEAM_WIDTH] != 0.0f ) {
209 b.ExpandSelf( renderEntity->shaderParms[SHADERPARM_BEAM_WIDTH] * 0.5f );