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https://github.com/blendogames/quadrilateralcowboy.git
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185 lines
6.6 KiB
C
185 lines
6.6 KiB
C
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __INTERACTION_H__
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#define __INTERACTION_H__
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/*
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===============================================================================
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Interaction between entityDef surfaces and a lightDef.
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Interactions with no lightTris and no shadowTris are still
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valid, because they show that a given entityDef / lightDef
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do not interact, even though they share one or more areas.
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===============================================================================
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*/
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#define LIGHT_TRIS_DEFERRED ((srfTriangles_t *)-1)
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#define LIGHT_CULL_ALL_FRONT ((byte *)-1)
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#define LIGHT_CLIP_EPSILON 0.1f
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typedef struct {
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// For each triangle a byte set to 1 if facing the light origin.
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byte * facing;
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// For each vertex a byte with the bits [0-5] set if the
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// vertex is at the back side of the corresponding clip plane.
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// If the 'cullBits' pointer equals LIGHT_CULL_ALL_FRONT all
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// vertices are at the front of all the clip planes.
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byte * cullBits;
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// Clip planes in surface space used to calculate the cull bits.
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idPlane localClipPlanes[6];
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} srfCullInfo_t;
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typedef struct {
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// if lightTris == LIGHT_TRIS_DEFERRED, then the calculation of the
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// lightTris has been deferred, and must be done if ambientTris is visible
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srfTriangles_t * lightTris;
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// shadow volume triangle surface
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srfTriangles_t * shadowTris;
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// so we can check ambientViewCount before adding lightTris, and get
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// at the shared vertex and possibly shadowVertex caches
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srfTriangles_t * ambientTris;
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const idMaterial * shader;
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int expCulled; // only for the experimental shadow buffer renderer
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srfCullInfo_t cullInfo;
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} surfaceInteraction_t;
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typedef struct areaNumRef_s {
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struct areaNumRef_s * next;
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int areaNum;
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} areaNumRef_t;
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class idRenderEntityLocal;
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class idRenderLightLocal;
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class idInteraction {
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public:
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// this may be 0 if the light and entity do not actually intersect
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// -1 = an untested interaction
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int numSurfaces;
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// if there is a whole-entity optimized shadow hull, it will
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// be present as a surfaceInteraction_t with a NULL ambientTris, but
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// possibly having a shader to specify the shadow sorting order
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surfaceInteraction_t * surfaces;
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// get space from here, if NULL, it is a pre-generated shadow volume from dmap
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idRenderEntityLocal * entityDef;
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idRenderLightLocal * lightDef;
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idInteraction * lightNext; // for lightDef chains
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idInteraction * lightPrev;
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idInteraction * entityNext; // for entityDef chains
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idInteraction * entityPrev;
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public:
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idInteraction( void );
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// because these are generated and freed each game tic for active elements all
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// over the world, we use a custom pool allocater to avoid memory allocation overhead
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// and fragmentation
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static idInteraction * AllocAndLink( idRenderEntityLocal *edef, idRenderLightLocal *ldef );
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// unlinks from the entity and light, frees all surfaceInteractions,
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// and puts it back on the free list
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void UnlinkAndFree( void );
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// free the interaction surfaces
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void FreeSurfaces( void );
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// makes the interaction empty for when the light and entity do not actually intersect
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// all empty interactions are linked at the end of the light's and entity's interaction list
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void MakeEmpty( void );
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// returns true if the interaction is empty
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bool IsEmpty( void ) const { return ( numSurfaces == 0 ); }
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// returns true if the interaction is not yet completely created
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bool IsDeferred( void ) const { return ( numSurfaces == -1 ); }
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// returns true if the interaction has shadows
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bool HasShadows( void ) const;
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// counts up the memory used by all the surfaceInteractions, which
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// will be used to determine when we need to start purging old interactions
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int MemoryUsed( void );
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// makes sure all necessary light surfaces and shadow surfaces are created, and
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// calls R_LinkLightSurf() for each one
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void AddActiveInteraction( void );
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private:
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enum {
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FRUSTUM_UNINITIALIZED,
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FRUSTUM_INVALID,
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FRUSTUM_VALID,
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FRUSTUM_VALIDAREAS,
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} frustumState;
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idFrustum frustum; // frustum which contains the interaction
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areaNumRef_t * frustumAreas; // numbers of the areas the frustum touches
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int dynamicModelFrameCount; // so we can tell if a callback model animated
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private:
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// actually create the interaction
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void CreateInteraction( const idRenderModel *model );
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// unlink from entity and light lists
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void Unlink( void );
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// try to determine if the entire interaction, including shadows, is guaranteed
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// to be outside the view frustum
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bool CullInteractionByViewFrustum( const idFrustum &viewFrustum );
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// determine the minimum scissor rect that will include the interaction shadows
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// projected to the bounds of the light
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idScreenRect CalcInteractionScissorRectangle( const idFrustum &viewFrustum );
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};
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void R_CalcInteractionFacing( const idRenderEntityLocal *ent, const srfTriangles_t *tri, const idRenderLightLocal *light, srfCullInfo_t &cullInfo );
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void R_CalcInteractionCullBits( const idRenderEntityLocal *ent, const srfTriangles_t *tri, const idRenderLightLocal *light, srfCullInfo_t &cullInfo );
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void R_FreeInteractionCullInfo( srfCullInfo_t &cullInfo );
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void R_ShowInteractionMemory_f( const idCmdArgs &args );
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#endif /* !__INTERACTION_H__ */
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