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1293 lines
34 KiB
1293 lines
34 KiB
/* |
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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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|
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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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|
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#include "common.h" |
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#include "client.h" |
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#include "gl_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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|
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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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static 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 ) 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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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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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 = 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 * 0.5; |
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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 * 0.5; |
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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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|
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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]. |
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Vector2Set( vUnionMin, max( vDecalMin[0], 0 ), max( vDecalMin[1], 0 )); |
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Vector2Set( vUnionMax, min( vDecalMax[0], 1 ), min( vDecalMax[1], 1 )); |
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if( vUnionMin[0] < 1 && vUnionMin[1] < 1 && vUnionMax[0] > 0 && vUnionMax[1] > 0 ) |
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{ |
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// Figure out how much of this intersects the (0,0) - (1,1) bbox. |
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float flArea = (vUnionMax[0] - vUnionMin[1]) * (vUnionMax[1] - vUnionMin[1]); |
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if( flArea > 0.6f ) |
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{ |
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*pcount += 1; |
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if( !plast || flArea <= lastArea ) |
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{ |
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plast = pDecal; |
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lastArea = flArea; |
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} |
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} |
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} |
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} |
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pDecal = pDecal->pnext; |
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} |
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return plast; |
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} |
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|
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/* |
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==================== |
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R_DecalCreatePoly |
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|
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creates mesh for decal on first rendering |
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==================== |
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*/ |
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glpoly_t *R_DecalCreatePoly( decalinfo_t *decalinfo, decal_t *pdecal, msurface_t *surf ) |
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{ |
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int lnumverts; |
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glpoly_t *poly; |
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float *v; |
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int i; |
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|
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if( pdecal->polys ) // already created? |
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return pdecal->polys; |
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|
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v = R_DecalSetupVerts( pdecal, surf, pdecal->texture, &lnumverts ); |
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if( !lnumverts ) return NULL; // probably this never happens |
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|
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// allocate glpoly |
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poly = Mem_Calloc( com_studiocache, sizeof( glpoly_t ) + ( lnumverts - 4 ) * VERTEXSIZE * sizeof( float )); |
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poly->next = pdecal->polys; |
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poly->flags = surf->flags; |
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pdecal->polys = poly; |
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poly->numverts = lnumverts; |
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|
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for( i = 0; i < lnumverts; i++, v += VERTEXSIZE ) |
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{ |
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VectorCopy( v, poly->verts[i] ); |
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poly->verts[i][3] = v[3]; |
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poly->verts[i][4] = v[4]; |
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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 ); |
|
} |
|
|
|
static void R_DecalCreate( decalinfo_t *decalinfo, msurface_t *surf, float x, float y ) |
|
{ |
|
decal_t *pdecal, *pold; |
|
int count, vertCount; |
|
|
|
if( !surf ) |
|
{ |
|
MsgDev( D_ERROR, "psurface NULL in R_DecalCreate!\n" ); |
|
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; |
|
|
|
// we in restore mode |
|
if( cls.state == ca_connected || cls.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 ) |
|
{ |
|
MsgDev( D_ERROR, "Decal has invalid texture!\n" ); |
|
return; |
|
} |
|
|
|
if( entityIndex > 0 ) |
|
{ |
|
ent = CL_GetEntityByIndex( entityIndex ); |
|
|
|
if( modelIndex > 0 ) model = CL_ModelHandle( modelIndex ); |
|
else if( ent != NULL ) model = CL_ModelHandle( ent->curstate.modelindex ); |
|
else return; |
|
} |
|
else if( modelIndex > 0 ) |
|
model = CL_ModelHandle( modelIndex ); |
|
else model = cl.worldmodel; |
|
|
|
if( !model ) return; |
|
|
|
if( model->type != mod_brush ) |
|
{ |
|
MsgDev( D_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 ); |
|
} |
|
} |
|
} |
|
|
|
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); |
|
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( cl.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( clgame.drawFuncs.R_CreateStudioDecalList ) |
|
{ |
|
total += clgame.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 ) |
|
{ |
|
MsgDev( D_ERROR, "Decal has invalid texture!\n" ); |
|
return; |
|
} |
|
|
|
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( clgame.drawFuncs.R_ClearStudioDecals ) |
|
{ |
|
clgame.drawFuncs.R_ClearStudioDecals(); |
|
} |
|
} |