/* =========================================================================== 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 __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 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_ // 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<