/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "quakedef.h" #define MAX_DECALS 2048 typedef struct decal_s { vec3_t org; vec3_t direction; vec3_t vert[4]; byte color[4]; rtexture_t *tex; msurface_t *surface; byte *lightmapaddress; int lightmapstep; } decal_t; decal_t *decals; int currentdecal; // wraps around in decal array, replacing old ones when a new one is needed cvar_t r_drawdecals = {"r_drawdecals", "1"}; cvar_t r_decals_lighting = {"r_decals_lighting", "1"}; void r_decals_start() { decals = (decal_t *) qmalloc(MAX_DECALS * sizeof(decal_t)); memset(decals, 0, MAX_DECALS * sizeof(decal_t)); currentdecal = 0; } void r_decals_shutdown() { qfree(decals); } void r_decals_newmap() { memset(decals, 0, MAX_DECALS * sizeof(decal_t)); currentdecal = 0; } void R_Decals_Init() { Cvar_RegisterVariable (&r_drawdecals); Cvar_RegisterVariable (&r_decals_lighting); R_RegisterModule("R_Decals", r_decals_start, r_decals_shutdown, r_decals_newmap); } void R_Decal(vec3_t org, rtexture_t *tex, float scale, int cred, int cgreen, int cblue, int alpha) { int i, ds, dt, bestlightmapofs; float bestdist, dist; vec3_t impact, right, up; decal_t *decal; // mleaf_t *leaf; msurface_t *surf/*, **mark, **endmark*/, *bestsurf; if (alpha < 1) return; // leaf = Mod_PointInLeaf(org, cl.worldmodel); // if (!leaf->nummarksurfaces) // return; // mark = leaf->firstmarksurface; // endmark = mark + leaf->nummarksurfaces; // find the best surface to place the decal on bestsurf = NULL; bestdist = 16; bestlightmapofs = 0; // while(mark < endmark) // { // surf = *mark++; surf = &cl.worldmodel->surfaces[cl.worldmodel->firstmodelsurface]; for (i = 0;i < cl.worldmodel->nummodelsurfaces;i++, surf++) { if (surf->flags & SURF_DRAWTILED) continue; // no lightmaps dist = PlaneDiff(org, surf->plane); if (surf->flags & SURF_PLANEBACK) dist = -dist; if (dist < 0) continue; if (dist >= bestdist) continue; impact[0] = org[0] - surf->plane->normal[0] * dist; impact[1] = org[1] - surf->plane->normal[1] * dist; impact[2] = org[2] - surf->plane->normal[2] * dist; ds = (int) (DotProduct(impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]); dt = (int) (DotProduct(impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3]); if (ds < surf->texturemins[0] || dt < surf->texturemins[1]) continue; ds -= surf->texturemins[0]; dt -= surf->texturemins[1]; if (ds > surf->extents[0] || dt > surf->extents[1]) continue; bestsurf = surf; bestdist = dist; bestlightmapofs = (dt >> 4) * ((surf->extents[0] >> 4) + 1) + (ds >> 4); } // abort if no suitable surface was found if (bestsurf == NULL) return; // grab a decal from the array and advance to the next decal to replace, wrapping to replace an old decal if necessary decal = decals + currentdecal; currentdecal++; if (currentdecal >= MAX_DECALS) currentdecal = 0; decal->tex = tex; // reverse direction if (bestsurf->flags & SURF_PLANEBACK) { VectorCopy(bestsurf->plane->normal, decal->direction); } else { VectorNegate(bestsurf->plane->normal, decal->direction); } // - 0.25 to push it off the surface a bit decal->org[0] = impact[0] = org[0] + decal->direction[0] * (bestdist - 0.25f); decal->org[1] = impact[1] = org[1] + decal->direction[1] * (bestdist - 0.25f); decal->org[2] = impact[2] = org[2] + decal->direction[2] * (bestdist - 0.25f); // set up the 4 corners scale *= 0.5f; VectorVectors(decal->direction, right, up); decal->vert[0][0] = impact[0] - up[0] * scale - right[0] * scale; decal->vert[0][1] = impact[1] - up[1] * scale - right[1] * scale; decal->vert[0][2] = impact[2] - up[2] * scale - right[2] * scale; decal->vert[1][0] = impact[0] + up[0] * scale - right[0] * scale; decal->vert[1][1] = impact[1] + up[1] * scale - right[1] * scale; decal->vert[1][2] = impact[2] + up[2] * scale - right[2] * scale; decal->vert[2][0] = impact[0] + up[0] * scale + right[0] * scale; decal->vert[2][1] = impact[1] + up[1] * scale + right[1] * scale; decal->vert[2][2] = impact[2] + up[2] * scale + right[2] * scale; decal->vert[3][0] = impact[0] - up[0] * scale + right[0] * scale; decal->vert[3][1] = impact[1] - up[1] * scale + right[1] * scale; decal->vert[3][2] = impact[2] - up[2] * scale + right[2] * scale; // store the color decal->color[0] = (byte) bound(0, cred, 255); decal->color[1] = (byte) bound(0, cgreen, 255); decal->color[2] = (byte) bound(0, cblue, 255); decal->color[3] = (byte) bound(0, alpha, 255); // store the surface information for lighting decal->surface = bestsurf; decal->lightmapstep = ((bestsurf->extents[0]>>4)+1) * ((bestsurf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting if (bestsurf->samples) decal->lightmapaddress = bestsurf->samples + bestlightmapofs * 3; // LordHavoc: *3 for colored lighitng else decal->lightmapaddress = NULL; } void R_DrawDecals (void) { decal_t *p; int i, j, k, dynamiclight, ir, ig, ib, maps, bits; byte br, bg, bb, ba; float scale, fr, fg, fb, dist, rad, mindist; byte *lightmap; vec3_t v; msurface_t *surf; dlight_t *dl; if (!r_drawdecals.value) return; dynamiclight = (int) r_dynamic.value != 0 && (int) r_decals_lighting.value != 0; mindist = DotProduct(r_refdef.vieworg, vpn) + 4.0f; for (i = 0, p = decals;i < MAX_DECALS;i++, p++) { if (p->tex == NULL) break; // do not render if the decal is behind the view if (DotProduct(p->org, vpn) < mindist) continue; // do not render if the view origin is behind the decal VectorSubtract(p->org, r_refdef.vieworg, v); if (DotProduct(p->direction, v) < 0) continue; // get the surface lighting surf = p->surface; lightmap = p->lightmapaddress; fr = fg = fb = 0.0f; if (lightmap) { for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++) { scale = d_lightstylevalue[surf->styles[maps]]; fr += lightmap[0] * scale; fg += lightmap[1] * scale; fb += lightmap[2] * scale; lightmap += p->lightmapstep; } } fr *= (1.0f / 256.0f); fg *= (1.0f / 256.0f); fb *= (1.0f / 256.0f); // dynamic lighting if (dynamiclight) { if (surf->dlightframe == r_dlightframecount) { for (j = 0;j < 8;j++) { bits = surf->dlightbits[j]; if (bits) { for (k = 0, dl = cl_dlights + j * 32;bits;k++, dl++) { if (bits & (1 << k)) { bits -= 1 << k; VectorSubtract(p->org, dl->origin, v); dist = DotProduct(v, v) + LIGHTOFFSET; rad = dl->radius * dl->radius; if (dist < rad) { rad *= 128.0f / dist; fr += rad * dl->color[0]; fg += rad * dl->color[1]; fb += rad * dl->color[2]; } } } } } } } // apply color to lighting ir = (int) (fr * p->color[0] * (1.0f / 128.0f)); ig = (int) (fg * p->color[1] * (1.0f / 128.0f)); ib = (int) (fb * p->color[2] * (1.0f / 128.0f)); // compute byte color br = (byte) min(ir, 255); bg = (byte) min(ig, 255); bb = (byte) min(ib, 255); ba = p->color[3]; // put into transpoly system for sorted drawing later transpolybegin(R_GetTexture(p->tex), 0, R_GetTexture(p->tex), TPOLYTYPE_ALPHA); transpolyvertub(p->vert[0][0], p->vert[0][1], p->vert[0][2], 0,1,br,bg,bb,ba); transpolyvertub(p->vert[1][0], p->vert[1][1], p->vert[1][2], 0,0,br,bg,bb,ba); transpolyvertub(p->vert[2][0], p->vert[2][1], p->vert[2][2], 1,0,br,bg,bb,ba); transpolyvertub(p->vert[3][0], p->vert[3][1], p->vert[3][2], 1,1,br,bg,bb,ba); transpolyend(); } }