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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 __RENDERWORLDLOCAL_H__
- #define __RENDERWORLDLOCAL_H__
- // assume any lightDef or entityDef index above this is an internal error
- const int LUDICROUS_INDEX = 10000;
- typedef struct portal_s {
- int intoArea; // area this portal leads to
- idWinding * w; // winding points have counter clockwise ordering seen this area
- idPlane plane; // view must be on the positive side of the plane to cross
- struct portal_s * next; // next portal of the area
- struct doublePortal_s * doublePortal;
- } portal_t;
- typedef struct doublePortal_s {
- struct portal_s * portals[2];
- int blockingBits; // PS_BLOCK_VIEW, PS_BLOCK_AIR, etc, set by doors that shut them off
- // A portal will be considered closed if it is past the
- // fog-out point in a fog volume. We only support a single
- // fog volume over each portal.
- idRenderLightLocal * fogLight;
- struct doublePortal_s * nextFoggedPortal;
- } doublePortal_t;
- typedef struct portalArea_s {
- int areaNum;
- int connectedAreaNum[NUM_PORTAL_ATTRIBUTES]; // if two areas have matching connectedAreaNum, they are
- // not separated by a portal with the apropriate PS_BLOCK_* blockingBits
- int viewCount; // set by R_FindViewLightsAndEntities
- portal_t * portals; // never changes after load
- areaReference_t entityRefs; // head/tail of doubly linked list, may change
- areaReference_t lightRefs; // head/tail of doubly linked list, may change
- } portalArea_t;
- static const int CHILDREN_HAVE_MULTIPLE_AREAS = -2;
- static const int AREANUM_SOLID = -1;
- typedef struct {
- idPlane plane;
- int children[2]; // negative numbers are (-1 - areaNumber), 0 = solid
- int commonChildrenArea; // if all children are either solid or a single area,
- // this is the area number, else CHILDREN_HAVE_MULTIPLE_AREAS
- } areaNode_t;
- class idRenderWorldLocal : public idRenderWorld {
- public:
- idRenderWorldLocal();
- virtual ~idRenderWorldLocal();
- virtual qhandle_t AddEntityDef( const renderEntity_t *re );
- virtual void UpdateEntityDef( qhandle_t entityHandle, const renderEntity_t *re );
- virtual void FreeEntityDef( qhandle_t entityHandle );
- virtual const renderEntity_t *GetRenderEntity( qhandle_t entityHandle ) const;
- virtual qhandle_t AddLightDef( const renderLight_t *rlight );
- virtual void UpdateLightDef( qhandle_t lightHandle, const renderLight_t *rlight );
- virtual void FreeLightDef( qhandle_t lightHandle );
- virtual const renderLight_t *GetRenderLight( qhandle_t lightHandle ) const;
- virtual bool CheckAreaForPortalSky( int areaNum );
- virtual void GenerateAllInteractions();
- virtual void RegenerateWorld();
- virtual void ProjectDecalOntoWorld( const idFixedWinding &winding, const idVec3 &projectionOrigin, const bool parallel, const float fadeDepth, const idMaterial *material, const int startTime );
- virtual void ProjectDecal( qhandle_t entityHandle, const idFixedWinding &winding, const idVec3 &projectionOrigin, const bool parallel, const float fadeDepth, const idMaterial *material, const int startTime );
- virtual void ProjectOverlay( qhandle_t entityHandle, const idPlane localTextureAxis[2], const idMaterial *material );
- virtual void RemoveDecals( qhandle_t entityHandle );
- virtual void SetRenderView( const renderView_t *renderView );
- virtual void RenderScene( const renderView_t *renderView );
- virtual int NumAreas( void ) const;
- virtual int PointInArea( const idVec3 &point ) const;
- virtual int BoundsInAreas( const idBounds &bounds, int *areas, int maxAreas ) const;
- virtual int NumPortalsInArea( int areaNum );
- virtual exitPortal_t GetPortal( int areaNum, int portalNum );
- virtual guiPoint_t GuiTrace( qhandle_t entityHandle, const idVec3 start, const idVec3 end ) const;
- virtual bool ModelTrace( modelTrace_t &trace, qhandle_t entityHandle, const idVec3 &start, const idVec3 &end, const float radius ) const;
- virtual bool Trace( modelTrace_t &trace, const idVec3 &start, const idVec3 &end, const float radius, bool skipDynamic = true, bool skipPlayer = false ) const;
- virtual bool FastWorldTrace( modelTrace_t &trace, const idVec3 &start, const idVec3 &end ) const;
- virtual void DebugClearLines( int time );
- virtual void DebugLine( const idVec4 &color, const idVec3 &start, const idVec3 &end, const int lifetime = 0, const bool depthTest = false );
- virtual void DebugArrow( const idVec4 &color, const idVec3 &start, const idVec3 &end, int size, const int lifetime = 0 );
- virtual void DebugWinding( const idVec4 &color, const idWinding &w, const idVec3 &origin, const idMat3 &axis, const int lifetime = 0, const bool depthTest = false );
- virtual void DebugCircle( const idVec4 &color, const idVec3 &origin, const idVec3 &dir, const float radius, const int numSteps, const int lifetime = 0, const bool depthTest = false );
- virtual void DebugSphere( const idVec4 &color, const idSphere &sphere, const int lifetime = 0, bool depthTest = false );
- virtual void DebugBounds( const idVec4 &color, const idBounds &bounds, const idVec3 &org = vec3_origin, const int lifetime = 0 );
- virtual void DebugBox( const idVec4 &color, const idBox &box, const int lifetime = 0 );
- virtual void DebugFrustum( const idVec4 &color, const idFrustum &frustum, const bool showFromOrigin = false, const int lifetime = 0 );
- virtual void DebugCone( const idVec4 &color, const idVec3 &apex, const idVec3 &dir, float radius1, float radius2, const int lifetime = 0 );
- virtual void DebugScreenRect( const idVec4 &color, const idScreenRect &rect, const viewDef_t *viewDef, const int lifetime = 0 );
- virtual void DebugAxis( const idVec3 &origin, const idMat3 &axis );
- virtual void DebugClearPolygons( int time );
- virtual void DebugPolygon( const idVec4 &color, const idWinding &winding, const int lifeTime = 0, const bool depthTest = false );
- virtual void DrawText( const char *text, const idVec3 &origin, float scale, const idVec4 &color, const idMat3 &viewAxis, const int align = 1, const int lifetime = 0, bool depthTest = false );
- //-----------------------
- idStr mapName; // ie: maps/tim_dm2.proc, written to demoFile
- ID_TIME_T mapTimeStamp; // for fast reloads of the same level
- areaNode_t * areaNodes;
- int numAreaNodes;
- portalArea_t * portalAreas;
- int numPortalAreas;
- int connectedAreaNum; // incremented every time a door portal state changes
- idScreenRect * areaScreenRect;
- doublePortal_t * doublePortals;
- int numInterAreaPortals;
- idList<idRenderModel *> localModels;
- idList<idRenderEntityLocal*> entityDefs;
- idList<idRenderLightLocal*> lightDefs;
- idBlockAlloc<areaReference_t, 1024> areaReferenceAllocator;
- idBlockAlloc<idInteraction, 256> interactionAllocator;
- idBlockAlloc<areaNumRef_t, 1024> areaNumRefAllocator;
- // all light / entity interactions are referenced here for fast lookup without
- // having to crawl the doubly linked lists. EnntityDefs are sequential for better
- // cache access, because the table is accessed by light in idRenderWorldLocal::CreateLightDefInteractions()
- // Growing this table is time consuming, so we add a pad value to the number
- // of entityDefs and lightDefs
- idInteraction ** interactionTable;
- int interactionTableWidth; // entityDefs
- int interactionTableHeight; // lightDefs
- bool generateAllInteractionsCalled;
- //-----------------------
- // RenderWorld_load.cpp
- idRenderModel * ParseModel( idLexer *src );
- idRenderModel * ParseShadowModel( idLexer *src );
- void SetupAreaRefs();
- void ParseInterAreaPortals( idLexer *src );
- void ParseNodes( idLexer *src );
- int CommonChildrenArea_r( areaNode_t *node );
- void FreeWorld();
- void ClearWorld();
- void FreeDefs();
- void TouchWorldModels( void );
- void AddWorldModelEntities();
- void ClearPortalStates();
- virtual bool InitFromMap( const char *mapName );
- //--------------------------
- // RenderWorld_portals.cpp
- idScreenRect ScreenRectFromWinding( const idWinding *w, viewEntity_t *space );
- bool PortalIsFoggedOut( const portal_t *p );
- void FloodViewThroughArea_r( const idVec3 origin, int areaNum, const struct portalStack_s *ps );
- void FlowViewThroughPortals( const idVec3 origin, int numPlanes, const idPlane *planes );
- void FloodLightThroughArea_r( idRenderLightLocal *light, int areaNum, const struct portalStack_s *ps );
- void FlowLightThroughPortals( idRenderLightLocal *light );
- areaNumRef_t * FloodFrustumAreas_r( const idFrustum &frustum, const int areaNum, const idBounds &bounds, areaNumRef_t *areas );
- areaNumRef_t * FloodFrustumAreas( const idFrustum &frustum, areaNumRef_t *areas );
- bool CullEntityByPortals( const idRenderEntityLocal *entity, const struct portalStack_s *ps );
- void AddAreaEntityRefs( int areaNum, const struct portalStack_s *ps );
- bool CullLightByPortals( const idRenderLightLocal *light, const struct portalStack_s *ps );
- void AddAreaLightRefs( int areaNum, const struct portalStack_s *ps );
- void AddAreaRefs( int areaNum, const struct portalStack_s *ps );
- void BuildConnectedAreas_r( int areaNum );
- void BuildConnectedAreas( void );
- void FindViewLightsAndEntities( void );
- int NumPortals( void ) const;
- qhandle_t FindPortal( const idBounds &b ) const;
- void SetPortalState( qhandle_t portal, int blockingBits );
- int GetPortalState( qhandle_t portal );
- bool AreasAreConnected( int areaNum1, int areaNum2, portalConnection_t connection );
- void FloodConnectedAreas( portalArea_t *area, int portalAttributeIndex );
- idScreenRect & GetAreaScreenRect( int areaNum ) const { return areaScreenRect[areaNum]; }
- void ShowPortals();
- //--------------------------
- // RenderWorld_demo.cpp
- void StartWritingDemo( idDemoFile *demo );
- void StopWritingDemo();
- bool ProcessDemoCommand( idDemoFile *readDemo, renderView_t *demoRenderView, int *demoTimeOffset );
- void WriteLoadMap();
- void WriteRenderView( const renderView_t *renderView );
- void WriteVisibleDefs( const viewDef_t *viewDef );
- void WriteFreeLight( qhandle_t handle );
- void WriteFreeEntity( qhandle_t handle );
- void WriteRenderLight( qhandle_t handle, const renderLight_t *light );
- void WriteRenderEntity( qhandle_t handle, const renderEntity_t *ent );
- void ReadRenderEntity();
- void ReadRenderLight();
-
- //--------------------------
- // RenderWorld.cpp
- void ResizeInteractionTable();
- void AddEntityRefToArea( idRenderEntityLocal *def, portalArea_t *area );
- void AddLightRefToArea( idRenderLightLocal *light, portalArea_t *area );
- void RecurseProcBSP_r( modelTrace_t *results, int parentNodeNum, int nodeNum, float p1f, float p2f, const idVec3 &p1, const idVec3 &p2 ) const;
- void BoundsInAreas_r( int nodeNum, const idBounds &bounds, int *areas, int *numAreas, int maxAreas ) const;
- float DrawTextLength( const char *text, float scale, int len = 0 );
- void FreeInteractions();
- void PushVolumeIntoTree_r( idRenderEntityLocal *def, idRenderLightLocal *light, const idSphere *sphere, int numPoints, const idVec3 (*points), int nodeNum );
- void PushVolumeIntoTree( idRenderEntityLocal *def, idRenderLightLocal *light, int numPoints, const idVec3 (*points) );
- //-------------------------------
- // tr_light.c
- void CreateLightDefInteractions( idRenderLightLocal *ldef );
- };
- #endif /* !__RENDERWORLDLOCAL_H__ */
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