mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-25 13:31:22 +00:00
428 lines
20 KiB
C++
428 lines
20 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
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 __RENDERWORLD_H__
|
|
#define __RENDERWORLD_H__
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
Render World
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
#define PROC_FILE_EXT "proc"
|
|
#define PROC_FILE_ID "mapProcFile003"
|
|
|
|
// shader parms
|
|
const int MAX_GLOBAL_SHADER_PARMS = 12;
|
|
|
|
const int SHADERPARM_RED = 0;
|
|
const int SHADERPARM_GREEN = 1;
|
|
const int SHADERPARM_BLUE = 2;
|
|
const int SHADERPARM_ALPHA = 3;
|
|
const int SHADERPARM_TIMESCALE = 3;
|
|
const int SHADERPARM_TIMEOFFSET = 4;
|
|
const int SHADERPARM_DIVERSITY = 5; // random between 0.0 and 1.0 for some effects (muzzle flashes, etc)
|
|
const int SHADERPARM_MODE = 7; // for selecting which shader passes to enable
|
|
const int SHADERPARM_TIME_OF_DEATH = 7; // for the monster skin-burn-away effect enable and time offset
|
|
|
|
// model parms
|
|
const int SHADERPARM_MD5_SKINSCALE = 8; // for scaling vertex offsets on md5 models (jack skellington effect)
|
|
|
|
const int SHADERPARM_MD3_FRAME = 8;
|
|
const int SHADERPARM_MD3_LASTFRAME = 9;
|
|
const int SHADERPARM_MD3_BACKLERP = 10;
|
|
|
|
const int SHADERPARM_BEAM_END_X = 8; // for _beam models
|
|
const int SHADERPARM_BEAM_END_Y = 9;
|
|
const int SHADERPARM_BEAM_END_Z = 10;
|
|
const int SHADERPARM_BEAM_WIDTH = 11;
|
|
|
|
const int SHADERPARM_SPRITE_WIDTH = 8;
|
|
const int SHADERPARM_SPRITE_HEIGHT = 9;
|
|
|
|
const int SHADERPARM_PARTICLE_STOPTIME = 8; // don't spawn any more particles after this time
|
|
|
|
// guis
|
|
const int MAX_RENDERENTITY_GUI = 3;
|
|
|
|
|
|
typedef bool(*deferredEntityCallback_t)( renderEntity_s *, const renderView_s * );
|
|
|
|
|
|
typedef struct renderEntity_s {
|
|
idRenderModel * hModel; // this can only be null if callback is set
|
|
|
|
int entityNum;
|
|
int bodyId;
|
|
|
|
// Entities that are expensive to generate, like skeletal models, can be
|
|
// deferred until their bounds are found to be in view, in the frustum
|
|
// of a shadowing light that is in view, or contacted by a trace / overlay test.
|
|
// This is also used to do visual cueing on items in the view
|
|
// The renderView may be NULL if the callback is being issued for a non-view related
|
|
// source.
|
|
// The callback function should clear renderEntity->callback if it doesn't
|
|
// want to be called again next time the entity is referenced (ie, if the
|
|
// callback has now made the entity valid until the next updateEntity)
|
|
idBounds bounds; // only needs to be set for deferred models and md5s
|
|
deferredEntityCallback_t callback;
|
|
|
|
void * callbackData; // used for whatever the callback wants
|
|
|
|
// player bodies and possibly player shadows should be suppressed in views from
|
|
// that player's eyes, but will show up in mirrors and other subviews
|
|
// security cameras could suppress their model in their subviews if we add a way
|
|
// of specifying a view number for a remoteRenderMap view
|
|
int suppressSurfaceInViewID;
|
|
int suppressShadowInViewID;
|
|
|
|
// world models for the player and weapons will not cast shadows from view weapon
|
|
// muzzle flashes
|
|
int suppressShadowInLightID;
|
|
|
|
// if non-zero, the surface and shadow (if it casts one)
|
|
// will only show up in the specific view, ie: player weapons
|
|
int allowSurfaceInViewID;
|
|
|
|
// positioning
|
|
// axis rotation vectors must be unit length for many
|
|
// R_LocalToGlobal functions to work, so don't scale models!
|
|
// axis vectors are [0] = forward, [1] = left, [2] = up
|
|
idVec3 origin;
|
|
idMat3 axis;
|
|
|
|
// texturing
|
|
const idMaterial * customShader; // if non-0, all surfaces will use this
|
|
const idMaterial * referenceShader; // used so flares can reference the proper light shader
|
|
const idDeclSkin * customSkin; // 0 for no remappings
|
|
class idSoundEmitter * referenceSound; // for shader sound tables, allowing effects to vary with sounds
|
|
float shaderParms[ MAX_ENTITY_SHADER_PARMS ]; // can be used in any way by shader or model generation
|
|
|
|
// networking: see WriteGUIToSnapshot / ReadGUIFromSnapshot
|
|
class idUserInterface * gui[ MAX_RENDERENTITY_GUI ];
|
|
|
|
struct renderView_s * remoteRenderView; // any remote camera surfaces will use this
|
|
|
|
//bc if photo, then only takes a frozen snapshot and doesn't update.
|
|
int isFreezeFrame;
|
|
|
|
|
|
int numJoints;
|
|
idJointMat * joints; // array of joints that will modify vertices.
|
|
// NULL if non-deformable model. NOT freed by renderer
|
|
|
|
float modelDepthHack; // squash depth range so particle effects don't clip into walls
|
|
|
|
// options to override surface shader flags (replace with material parameters?)
|
|
bool noSelfShadow; // cast shadows onto other objects,but not self
|
|
bool noShadow; // no shadow at all
|
|
|
|
bool noDynamicInteractions; // don't create any light / shadow interactions after
|
|
// the level load is completed. This is a performance hack
|
|
// for the gigantic outdoor meshes in the monorail map, so
|
|
// all the lights in the moving monorail don't touch the meshes
|
|
|
|
bool weaponDepthHack; // squash depth range so view weapons don't poke into walls
|
|
// this automatically implies noShadow
|
|
int forceUpdate; // force an update (NOTE: not a bool to keep this struct a multiple of 4 bytes)
|
|
int timeGroup;
|
|
int xrayIndex;
|
|
} renderEntity_t;
|
|
|
|
|
|
typedef struct renderLight_s {
|
|
idMat3 axis; // rotation vectors, must be unit length
|
|
idVec3 origin;
|
|
|
|
// if non-zero, the light will not show up in the specific view,
|
|
// which may be used if we want to have slightly different muzzle
|
|
// flash lights for the player and other views
|
|
int suppressLightInViewID;
|
|
|
|
// if non-zero, the light will only show up in the specific view
|
|
// which can allow player gun gui lights and such to not effect everyone
|
|
int allowLightInViewID;
|
|
|
|
// I am sticking the four bools together so there are no unused gaps in
|
|
// the padded structure, which could confuse the memcmp that checks for redundant
|
|
// updates
|
|
bool noShadows; // (should we replace this with material parameters on the shader?)
|
|
bool noSpecular; // (should we replace this with material parameters on the shader?)
|
|
|
|
bool pointLight; // otherwise a projection light (should probably invert the sense of this, because points are way more common)
|
|
bool parallel; // lightCenter gives the direction to the light at infinity
|
|
idVec3 lightRadius; // xyz radius for point lights
|
|
idVec3 lightCenter; // offset the lighting direction for shading and
|
|
// shadows, relative to origin
|
|
|
|
// frustum definition for projected lights, all reletive to origin
|
|
// FIXME: we should probably have real plane equations here, and offer
|
|
// a helper function for conversion from this format
|
|
idVec3 target;
|
|
idVec3 right;
|
|
idVec3 up;
|
|
idVec3 start;
|
|
idVec3 end;
|
|
|
|
// Dmap will generate an optimized shadow volume named _prelight_<lightName>
|
|
// for the light against all the _area* models in the map. The renderer will
|
|
// ignore this value if the light has been moved after initial creation
|
|
idRenderModel * prelightModel;
|
|
|
|
// muzzle flash lights will not cast shadows from player and weapon world models
|
|
int lightId;
|
|
|
|
|
|
const idMaterial * shader; // NULL = either lights/defaultPointLight or lights/defaultProjectedLight
|
|
float shaderParms[MAX_ENTITY_SHADER_PARMS]; // can be used in any way by shader
|
|
idSoundEmitter * referenceSound; // for shader sound tables, allowing effects to vary with sounds
|
|
} renderLight_t;
|
|
|
|
|
|
typedef struct renderView_s {
|
|
// player views will set this to a non-zero integer for model suppress / allow
|
|
// subviews (mirrors, cameras, etc) will always clear it to zero
|
|
int viewID;
|
|
|
|
// sized from 0 to SCREEN_WIDTH / SCREEN_HEIGHT (640/480), not actual resolution
|
|
int x, y, width, height;
|
|
|
|
float fov_x, fov_y;
|
|
idVec3 vieworg;
|
|
idMat3 viewaxis; // transformation matrix, view looks down the positive X axis
|
|
|
|
bool cramZNear; // for cinematics, we want to set ZNear much lower
|
|
bool forceUpdate; // for an update
|
|
|
|
// time in milliseconds for shader effects and other time dependent rendering issues
|
|
int time;
|
|
float shaderParms[MAX_GLOBAL_SHADER_PARMS]; // can be used in any way by shader
|
|
const idMaterial *globalMaterial; // used to override everything draw
|
|
} renderView_t;
|
|
|
|
|
|
// exitPortal_t is returned by idRenderWorld::GetPortal()
|
|
typedef struct {
|
|
int areas[2]; // areas connected by this portal
|
|
const idWinding * w; // winding points have counter clockwise ordering seen from areas[0]
|
|
int blockingBits; // PS_BLOCK_VIEW, PS_BLOCK_AIR, etc
|
|
qhandle_t portalHandle;
|
|
} exitPortal_t;
|
|
|
|
|
|
// guiPoint_t is returned by idRenderWorld::GuiTrace()
|
|
typedef struct {
|
|
float x, y; // 0.0 to 1.0 range if trace hit a gui, otherwise -1
|
|
int guiId; // id of gui ( 0, 1, or 2 ) that the trace happened against
|
|
} guiPoint_t;
|
|
|
|
|
|
// modelTrace_t is for tracing vs. visual geometry
|
|
typedef struct modelTrace_s {
|
|
float fraction; // fraction of trace completed
|
|
idVec3 point; // end point of trace in global space
|
|
idVec3 normal; // hit triangle normal vector in global space
|
|
const idMaterial * material; // material of hit surface
|
|
const renderEntity_t * entity; // render entity that was hit
|
|
int jointNumber; // md5 joint nearest to the hit triangle
|
|
} modelTrace_t;
|
|
|
|
|
|
static const int NUM_PORTAL_ATTRIBUTES = 3;
|
|
|
|
typedef enum {
|
|
PS_BLOCK_NONE = 0,
|
|
|
|
PS_BLOCK_VIEW = 1,
|
|
PS_BLOCK_LOCATION = 2, // game map location strings often stop in hallways
|
|
PS_BLOCK_AIR = 4, // windows between pressurized and unpresurized areas
|
|
|
|
PS_BLOCK_ALL = (1<<NUM_PORTAL_ATTRIBUTES)-1
|
|
} portalConnection_t;
|
|
|
|
|
|
class idRenderWorld {
|
|
public:
|
|
virtual ~idRenderWorld() {};
|
|
|
|
// The same render world can be reinitialized as often as desired
|
|
// a NULL or empty mapName will create an empty, single area world
|
|
virtual bool InitFromMap( const char *mapName ) = 0;
|
|
|
|
//-------------- Entity and Light Defs -----------------
|
|
|
|
// entityDefs and lightDefs are added to a given world to determine
|
|
// what will be drawn for a rendered scene. Most update work is defered
|
|
// until it is determined that it is actually needed for a given view.
|
|
virtual qhandle_t AddEntityDef( const renderEntity_t *re ) = 0;
|
|
virtual void UpdateEntityDef( qhandle_t entityHandle, const renderEntity_t *re ) = 0;
|
|
virtual void FreeEntityDef( qhandle_t entityHandle ) = 0;
|
|
virtual const renderEntity_t *GetRenderEntity( qhandle_t entityHandle ) const = 0;
|
|
|
|
virtual qhandle_t AddLightDef( const renderLight_t *rlight ) = 0;
|
|
virtual void UpdateLightDef( qhandle_t lightHandle, const renderLight_t *rlight ) = 0;
|
|
virtual void FreeLightDef( qhandle_t lightHandle ) = 0;
|
|
virtual const renderLight_t *GetRenderLight( qhandle_t lightHandle ) const = 0;
|
|
|
|
// Force the generation of all light / surface interactions at the start of a level
|
|
// If this isn't called, they will all be dynamically generated
|
|
virtual void GenerateAllInteractions() = 0;
|
|
|
|
// returns true if this area model needs portal sky to draw
|
|
virtual bool CheckAreaForPortalSky( int areaNum ) = 0;
|
|
|
|
//-------------- Decals and Overlays -----------------
|
|
|
|
// Creates decals on all world surfaces that the winding projects onto.
|
|
// The projection origin should be infront of the winding plane.
|
|
// The decals are projected onto world geometry between the winding plane and the projection origin.
|
|
// The decals are depth faded from the winding plane to a certain distance infront of the
|
|
// winding plane and the same distance from the projection origin towards the winding.
|
|
virtual void ProjectDecalOntoWorld( const idFixedWinding &winding, const idVec3 &projectionOrigin, const bool parallel, const float fadeDepth, const idMaterial *material, const int startTime ) = 0;
|
|
|
|
// Creates decals on static models.
|
|
virtual void ProjectDecal( qhandle_t entityHandle, const idFixedWinding &winding, const idVec3 &projectionOrigin, const bool parallel, const float fadeDepth, const idMaterial *material, const int startTime ) = 0;
|
|
|
|
// Creates overlays on dynamic models.
|
|
virtual void ProjectOverlay( qhandle_t entityHandle, const idPlane localTextureAxis[2], const idMaterial *material ) = 0;
|
|
|
|
// Removes all decals and overlays from the given entity def.
|
|
virtual void RemoveDecals( qhandle_t entityHandle ) = 0;
|
|
|
|
//-------------- Scene Rendering -----------------
|
|
|
|
// some calls to material functions use the current renderview time when servicing cinematics. this function
|
|
// ensures that any parms accessed (such as time) are properly set.
|
|
virtual void SetRenderView( const renderView_t *renderView ) = 0;
|
|
|
|
// rendering a scene may actually render multiple subviews for mirrors and portals, and
|
|
// may render composite textures for gui console screens and light projections
|
|
// It would also be acceptable to render a scene multiple times, for "rear view mirrors", etc
|
|
virtual void RenderScene( const renderView_t *renderView ) = 0;
|
|
|
|
//-------------- Portal Area Information -----------------
|
|
|
|
// returns the number of portals
|
|
virtual int NumPortals( void ) const = 0;
|
|
|
|
// returns 0 if no portal contacts the bounds
|
|
// This is used by the game to identify portals that are contained
|
|
// inside doors, so the connection between areas can be topologically
|
|
// terminated when the door shuts.
|
|
virtual qhandle_t FindPortal( const idBounds &b ) const = 0;
|
|
|
|
// doors explicitly close off portals when shut
|
|
// multiple bits can be set to block multiple things, ie: ( PS_VIEW | PS_LOCATION | PS_AIR )
|
|
virtual void SetPortalState( qhandle_t portal, int blockingBits ) = 0;
|
|
virtual int GetPortalState( qhandle_t portal ) = 0;
|
|
|
|
// returns true only if a chain of portals without the given connection bits set
|
|
// exists between the two areas (a door doesn't separate them, etc)
|
|
virtual bool AreasAreConnected( int areaNum1, int areaNum2, portalConnection_t connection ) = 0;
|
|
|
|
// returns the number of portal areas in a map, so game code can build information
|
|
// tables for the different areas
|
|
virtual int NumAreas( void ) const = 0;
|
|
|
|
// Will return -1 if the point is not in an area, otherwise
|
|
// it will return 0 <= value < NumAreas()
|
|
virtual int PointInArea( const idVec3 &point ) const = 0;
|
|
|
|
// fills the *areas array with the numbers of the areas the bounds cover
|
|
// returns the total number of areas the bounds cover
|
|
virtual int BoundsInAreas( const idBounds &bounds, int *areas, int maxAreas ) const = 0;
|
|
|
|
// Used by the sound system to do area flowing
|
|
virtual int NumPortalsInArea( int areaNum ) = 0;
|
|
|
|
// returns one portal from an area
|
|
virtual exitPortal_t GetPortal( int areaNum, int portalNum ) = 0;
|
|
|
|
//-------------- Tracing -----------------
|
|
|
|
// Checks a ray trace against any gui surfaces in an entity, returning the
|
|
// fraction location of the trace on the gui surface, or -1,-1 if no hit.
|
|
// This doesn't do any occlusion testing, simply ignoring non-gui surfaces.
|
|
// start / end are in global world coordinates.
|
|
virtual guiPoint_t GuiTrace( qhandle_t entityHandle, const idVec3 start, const idVec3 end ) const = 0;
|
|
|
|
// Traces vs the render model, possibly instantiating a dynamic version, and returns true if something was hit
|
|
virtual bool ModelTrace( modelTrace_t &trace, qhandle_t entityHandle, const idVec3 &start, const idVec3 &end, const float radius ) const = 0;
|
|
|
|
// Traces vs the whole rendered world. FIXME: we need some kind of material flags.
|
|
virtual bool Trace( modelTrace_t &trace, const idVec3 &start, const idVec3 &end, const float radius, bool skipDynamic = true, bool skipPlayer = false ) const = 0;
|
|
|
|
// Traces vs the world model bsp tree.
|
|
virtual bool FastWorldTrace( modelTrace_t &trace, const idVec3 &start, const idVec3 &end ) const = 0;
|
|
|
|
//-------------- Demo Control -----------------
|
|
|
|
// Writes a loadmap command to the demo, and clears archive counters.
|
|
virtual void StartWritingDemo( idDemoFile *demo ) = 0;
|
|
virtual void StopWritingDemo() = 0;
|
|
|
|
// Returns true when demoRenderView has been filled in.
|
|
// adds/updates/frees entityDefs and lightDefs based on the current demo file
|
|
// and returns the renderView to be used to render this frame.
|
|
// a demo file may need to be advanced multiple times if the framerate
|
|
// is less than 30hz
|
|
// demoTimeOffset will be set if a new map load command was processed before
|
|
// the next renderScene
|
|
virtual bool ProcessDemoCommand( idDemoFile *readDemo, renderView_t *demoRenderView, int *demoTimeOffset ) = 0;
|
|
|
|
// this is used to regenerate all interactions ( which is currently only done during influences ), there may be a less
|
|
// expensive way to do it
|
|
virtual void RegenerateWorld() = 0;
|
|
|
|
//-------------- Debug Visualization -----------------
|
|
|
|
// Line drawing for debug visualization
|
|
virtual void DebugClearLines( int time ) = 0; // a time of 0 will clear all lines and text
|
|
virtual void DebugLine( const idVec4 &color, const idVec3 &start, const idVec3 &end, const int lifetime = 0, const bool depthTest = false ) = 0;
|
|
virtual void DebugArrow( const idVec4 &color, const idVec3 &start, const idVec3 &end, int size, const int lifetime = 0 ) = 0;
|
|
virtual void DebugWinding( const idVec4 &color, const idWinding &w, const idVec3 &origin, const idMat3 &axis, const int lifetime = 0, const bool depthTest = false ) = 0;
|
|
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 ) = 0;
|
|
virtual void DebugSphere( const idVec4 &color, const idSphere &sphere, const int lifetime = 0, bool depthTest = false ) = 0;
|
|
virtual void DebugBounds( const idVec4 &color, const idBounds &bounds, const idVec3 &org = vec3_origin, const int lifetime = 0 ) = 0;
|
|
virtual void DebugBox( const idVec4 &color, const idBox &box, const int lifetime = 0 ) = 0;
|
|
virtual void DebugFrustum( const idVec4 &color, const idFrustum &frustum, const bool showFromOrigin = false, const int lifetime = 0 ) = 0;
|
|
virtual void DebugCone( const idVec4 &color, const idVec3 &apex, const idVec3 &dir, float radius1, float radius2, const int lifetime = 0 ) = 0;
|
|
virtual void DebugAxis( const idVec3 &origin, const idMat3 &axis ) = 0;
|
|
|
|
// Polygon drawing for debug visualization.
|
|
virtual void DebugClearPolygons( int time ) = 0; // a time of 0 will clear all polygons
|
|
virtual void DebugPolygon( const idVec4 &color, const idWinding &winding, const int lifeTime = 0, const bool depthTest = false ) = 0;
|
|
|
|
// Text drawing for debug visualization.
|
|
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 ) = 0;
|
|
};
|
|
|
|
#endif /* !__RENDERWORLD_H__ */
|