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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 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 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 Source Code. If not, see <http://www.gnu.org/licenses/>.
- 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.
- 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 entityDef surfaces and a 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_TRIS_DEFERRED ((srfTriangles_t *)-1)
- #define LIGHT_CULL_ALL_FRONT ((byte *)-1)
- #define LIGHT_CLIP_EPSILON 0.1f
- typedef struct {
- // 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];
- } srfCullInfo_t;
- typedef struct {
- // if lightTris == LIGHT_TRIS_DEFERRED, then the calculation of the
- // lightTris has been deferred, and must be done if ambientTris is visible
- srfTriangles_t * lightTris;
- // shadow volume triangle surface
- srfTriangles_t * shadowTris;
- // so we can check ambientViewCount before adding lightTris, and get
- // at the shared vertex and possibly shadowVertex caches
- srfTriangles_t * ambientTris;
- const idMaterial * shader;
- int expCulled; // only for the experimental shadow buffer renderer
- srfCullInfo_t cullInfo;
- } surfaceInteraction_t;
- typedef struct areaNumRef_s {
- struct areaNumRef_s * next;
- int areaNum;
- } areaNumRef_t;
- 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
- 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;
- public:
- idInteraction( void );
- // 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( void );
- // free the interaction surfaces
- void FreeSurfaces( void );
- // 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( void );
- // returns true if the interaction is empty
- bool IsEmpty( void ) const { return ( numSurfaces == 0 ); }
- // returns true if the interaction is not yet completely created
- bool IsDeferred( void ) const { return ( numSurfaces == -1 ); }
- // returns true if the interaction has shadows
- bool HasShadows( void ) const;
- // counts up the memory used by all the surfaceInteractions, which
- // will be used to determine when we need to start purging old interactions
- int MemoryUsed( void );
- // makes sure all necessary light surfaces and shadow surfaces are created, and
- // calls R_LinkLightSurf() for each one
- void AddActiveInteraction( void );
- private:
- enum {
- FRUSTUM_UNINITIALIZED,
- FRUSTUM_INVALID,
- FRUSTUM_VALID,
- FRUSTUM_VALIDAREAS,
- } frustumState;
- idFrustum frustum; // frustum which contains the interaction
- areaNumRef_t * frustumAreas; // numbers of the areas the frustum touches
- int dynamicModelFrameCount; // so we can tell if a callback model animated
- private:
- // actually create the interaction
- void CreateInteraction( const idRenderModel *model );
- // unlink from entity and light lists
- void Unlink( void );
- // try to determine if the entire interaction, including shadows, is guaranteed
- // to be outside the view frustum
- bool CullInteractionByViewFrustum( const idFrustum &viewFrustum );
- // determine the minimum scissor rect that will include the interaction shadows
- // projected to the bounds of the light
- idScreenRect CalcInteractionScissorRectangle( const idFrustum &viewFrustum );
- };
- void R_CalcInteractionFacing( const idRenderEntityLocal *ent, const srfTriangles_t *tri, const idRenderLightLocal *light, srfCullInfo_t &cullInfo );
- void R_CalcInteractionCullBits( const idRenderEntityLocal *ent, const srfTriangles_t *tri, const idRenderLightLocal *light, srfCullInfo_t &cullInfo );
- void R_FreeInteractionCullInfo( srfCullInfo_t &cullInfo );
- void R_ShowInteractionMemory_f( const idCmdArgs &args );
- #endif /* !__INTERACTION_H__ */
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