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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code 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 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition 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 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- 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.
- ===========================================================================
- */
- #ifndef __INTERACTION_H__
- #define __INTERACTION_H__
- /*
- ===============================================================================
- Interaction between static entityDef surfaces and a static lightDef.
- Interactions with no lightTris and no shadowTris are still
- valid, because they show that a given entityDef / lightDef
- do not interact, even though they share one or more areas.
- ===============================================================================
- */
- #define LIGHT_CULL_ALL_FRONT ((byte *)-1)
- #define LIGHT_CLIP_EPSILON 0.1f
- // enabling this define allows the precise inside shadow volume test
- // to be performed on interaction (static) shadow volumes
- #define KEEP_INTERACTION_CPU_DATA
- struct srfCullInfo_t {
- // For each triangle a byte set to 1 if facing the light origin.
- byte * facing;
- // For each vertex a byte with the bits [0-5] set if the
- // vertex is at the back side of the corresponding clip plane.
- // If the 'cullBits' pointer equals LIGHT_CULL_ALL_FRONT all
- // vertices are at the front of all the clip planes.
- byte * cullBits;
- // Clip planes in surface space used to calculate the cull bits.
- idPlane localClipPlanes[6];
- };
- // Pre-generated shadow volumes from dmap are not present in surfaceInteraction_t,
- // they are added separately.
- struct surfaceInteraction_t {
- // The vertexes for light tris will always come from ambient triangles.
- // For interactions created at load time, the indexes will be uniquely
- // generated in static vertex memory.
- int numLightTrisIndexes;
- vertCacheHandle_t lightTrisIndexCache;
- // shadow volume triangle surface
- int numShadowIndexes;
- int numShadowIndexesNoCaps; // if the view is outside the shadow, this can be used
- triIndex_t * shadowIndexes; // only != NULL if KEEP_INTERACTION_CPU_DATA is defined
- vertCacheHandle_t shadowIndexCache;
- };
- class idRenderEntityLocal;
- class idRenderLightLocal;
- class idInteraction {
- public:
- // this may be 0 if the light and entity do not actually intersect
- // -1 = an untested interaction
- int numSurfaces;
- // if there is a whole-entity optimized shadow hull, it will
- // be present as a surfaceInteraction_t with a NULL ambientTris, but
- // possibly having a shader to specify the shadow sorting order
- // (FIXME: actually try making shadow hulls? we never did.)
- surfaceInteraction_t * surfaces;
-
- // get space from here, if NULL, it is a pre-generated shadow volume from dmap
- idRenderEntityLocal * entityDef;
- idRenderLightLocal * lightDef;
- idInteraction * lightNext; // for lightDef chains
- idInteraction * lightPrev;
- idInteraction * entityNext; // for entityDef chains
- idInteraction * entityPrev;
- bool staticInteraction; // true if the interaction was created at map load time in static buffer space
- public:
- idInteraction();
- // because these are generated and freed each game tic for active elements all
- // over the world, we use a custom pool allocater to avoid memory allocation overhead
- // and fragmentation
- static idInteraction * AllocAndLink( idRenderEntityLocal *edef, idRenderLightLocal *ldef );
- // unlinks from the entity and light, frees all surfaceInteractions,
- // and puts it back on the free list
- void UnlinkAndFree();
- // free the interaction surfaces
- void FreeSurfaces();
- // makes the interaction empty for when the light and entity do not actually intersect
- // all empty interactions are linked at the end of the light's and entity's interaction list
- void MakeEmpty();
- // returns true if the interaction is empty
- bool IsEmpty() const { return ( numSurfaces == 0 ); }
- // returns true if the interaction is not yet completely created
- bool IsDeferred() const { return ( numSurfaces == -1 ); }
- // returns true if the interaction has shadows
- bool HasShadows() const;
- // called by GenerateAllInteractions
- void CreateStaticInteraction();
- private:
- // unlink from entity and light lists
- void Unlink();
- };
- void R_ShowInteractionMemory_f( const idCmdArgs &args );
- #endif /* !__INTERACTION_H__ */
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