/* =========================================================================== 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 . 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__ #include "idlib/bv/Frustum.h" #include "renderer/Model.h" #include "renderer/tr_local.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__ */