/* =========================================================================== 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 __RENDERWORLDLOCAL_H__ #define __RENDERWORLDLOCAL_H__ #include "idlib/geometry/Winding.h" #include "renderer/RenderWorld.h" #include "renderer/tr_local.h" class idRenderLightLocal; // 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 localModels; idList entityDefs; idList lightDefs; idBlockAlloc areaReferenceAllocator; idBlockAlloc interactionAllocator; idBlockAlloc 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__ */