quadrilateralcowboy/game/Pvs.h

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2020-06-12 21:06:25 +00:00
/*
===========================================================================
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 __GAME_PVS_H__
#define __GAME_PVS_H__
/*
===================================================================================
PVS
Note: mirrors and other special view portals are not taken into account
===================================================================================
*/
typedef struct pvsHandle_s {
int i; // index to current pvs
unsigned int h; // handle for current pvs
} pvsHandle_t;
typedef struct pvsCurrent_s {
pvsHandle_t handle; // current pvs handle
byte * pvs; // current pvs bit string
} pvsCurrent_t;
#define MAX_CURRENT_PVS 8 // must be a power of 2
typedef enum {
PVS_NORMAL = 0, // PVS through portals taking portal states into account
PVS_ALL_PORTALS_OPEN = 1, // PVS through portals assuming all portals are open
PVS_CONNECTED_AREAS = 2 // PVS considering all topologically connected areas visible
} pvsType_t;
class idPVS {
public:
idPVS( void );
~idPVS( void );
// setup for the current map
void Init( void );
void Shutdown( void );
// get the area(s) the source is in
int GetPVSArea( const idVec3 &point ) const; // returns the area number
int GetPVSAreas( const idBounds &bounds, int *areas, int maxAreas ) const; // returns number of areas
// setup current PVS for the source
pvsHandle_t SetupCurrentPVS( const idVec3 &source, const pvsType_t type = PVS_NORMAL ) const;
pvsHandle_t SetupCurrentPVS( const idBounds &source, const pvsType_t type = PVS_NORMAL ) const;
pvsHandle_t SetupCurrentPVS( const int sourceArea, const pvsType_t type = PVS_NORMAL ) const;
pvsHandle_t SetupCurrentPVS( const int *sourceAreas, const int numSourceAreas, const pvsType_t type = PVS_NORMAL ) const;
pvsHandle_t MergeCurrentPVS( pvsHandle_t pvs1, pvsHandle_t pvs2 ) const;
void FreeCurrentPVS( pvsHandle_t handle ) const;
// returns true if the target is within the current PVS
bool InCurrentPVS( const pvsHandle_t handle, const idVec3 &target ) const;
bool InCurrentPVS( const pvsHandle_t handle, const idBounds &target ) const;
bool InCurrentPVS( const pvsHandle_t handle, const int targetArea ) const;
bool InCurrentPVS( const pvsHandle_t handle, const int *targetAreas, int numTargetAreas ) const;
// draw all portals that are within the PVS of the source
void DrawPVS( const idVec3 &source, const pvsType_t type = PVS_NORMAL ) const;
void DrawPVS( const idBounds &source, const pvsType_t type = PVS_NORMAL ) const;
// visualize the PVS the handle points to
void DrawCurrentPVS( const pvsHandle_t handle, const idVec3 &source ) const;
#if ASYNC_WRITE_PVS
void WritePVS( const pvsHandle_t handle, idBitMsg &msg );
void ReadPVS( const pvsHandle_t handle, const idBitMsg &msg );
#endif
private:
int numAreas;
int numPortals;
bool * connectedAreas;
int * areaQueue;
byte * areaPVS;
// current PVS for a specific source possibly taking portal states (open/closed) into account
mutable pvsCurrent_t currentPVS[MAX_CURRENT_PVS];
// used to create PVS
int portalVisBytes;
int portalVisLongs;
int areaVisBytes;
int areaVisLongs;
struct pvsPortal_s *pvsPortals;
struct pvsArea_s * pvsAreas;
private:
int GetPortalCount( void ) const;
void CreatePVSData( void );
void DestroyPVSData( void );
void CopyPortalPVSToMightSee( void ) const;
void FloodFrontPortalPVS_r( struct pvsPortal_s *portal, int areaNum ) const;
void FrontPortalPVS( void ) const;
struct pvsStack_s * FloodPassagePVS_r( struct pvsPortal_s *source, const struct pvsPortal_s *portal, struct pvsStack_s *prevStack ) const;
void PassagePVS( void ) const;
void AddPassageBoundaries( const idWinding &source, const idWinding &pass, bool flipClip, idPlane *bounds, int &numBounds, int maxBounds ) const;
void CreatePassages( void ) const;
void DestroyPassages( void ) const;
int AreaPVSFromPortalPVS( void ) const;
void GetConnectedAreas( int srcArea, bool *connectedAreas ) const;
pvsHandle_t AllocCurrentPVS( unsigned int h ) const;
};
#endif /* !__GAME_PVS_H__ */