dhewm3/neo/renderer/Interaction.h
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

188 lines
6.7 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 __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__ */