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736ec20d4d
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.
267 lines
13 KiB
C++
267 lines
13 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __RENDERWORLDLOCAL_H__
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#define __RENDERWORLDLOCAL_H__
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#include "idlib/geometry/Winding.h"
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#include "renderer/RenderWorld.h"
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#include "renderer/tr_local.h"
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class idRenderLightLocal;
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// assume any lightDef or entityDef index above this is an internal error
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const int LUDICROUS_INDEX = 10000;
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typedef struct portal_s {
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int intoArea; // area this portal leads to
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idWinding * w; // winding points have counter clockwise ordering seen this area
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idPlane plane; // view must be on the positive side of the plane to cross
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struct portal_s * next; // next portal of the area
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struct doublePortal_s * doublePortal;
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} portal_t;
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typedef struct doublePortal_s {
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struct portal_s * portals[2];
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int blockingBits; // PS_BLOCK_VIEW, PS_BLOCK_AIR, etc, set by doors that shut them off
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// A portal will be considered closed if it is past the
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// fog-out point in a fog volume. We only support a single
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// fog volume over each portal.
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idRenderLightLocal * fogLight;
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struct doublePortal_s * nextFoggedPortal;
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} doublePortal_t;
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typedef struct portalArea_s {
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int areaNum;
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int connectedAreaNum[NUM_PORTAL_ATTRIBUTES]; // if two areas have matching connectedAreaNum, they are
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// not separated by a portal with the apropriate PS_BLOCK_* blockingBits
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int viewCount; // set by R_FindViewLightsAndEntities
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portal_t * portals; // never changes after load
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areaReference_t entityRefs; // head/tail of doubly linked list, may change
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areaReference_t lightRefs; // head/tail of doubly linked list, may change
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} portalArea_t;
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static const int CHILDREN_HAVE_MULTIPLE_AREAS = -2;
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static const int AREANUM_SOLID = -1;
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typedef struct {
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idPlane plane;
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int children[2]; // negative numbers are (-1 - areaNumber), 0 = solid
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int commonChildrenArea; // if all children are either solid or a single area,
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// this is the area number, else CHILDREN_HAVE_MULTIPLE_AREAS
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} areaNode_t;
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class idRenderWorldLocal : public idRenderWorld {
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public:
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idRenderWorldLocal();
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virtual ~idRenderWorldLocal();
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virtual qhandle_t AddEntityDef( const renderEntity_t *re );
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virtual void UpdateEntityDef( qhandle_t entityHandle, const renderEntity_t *re );
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virtual void FreeEntityDef( qhandle_t entityHandle );
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virtual const renderEntity_t *GetRenderEntity( qhandle_t entityHandle ) const;
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virtual qhandle_t AddLightDef( const renderLight_t *rlight );
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virtual void UpdateLightDef( qhandle_t lightHandle, const renderLight_t *rlight );
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virtual void FreeLightDef( qhandle_t lightHandle );
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virtual const renderLight_t *GetRenderLight( qhandle_t lightHandle ) const;
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virtual bool CheckAreaForPortalSky( int areaNum );
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virtual void GenerateAllInteractions();
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virtual void RegenerateWorld();
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virtual void ProjectDecalOntoWorld( const idFixedWinding &winding, const idVec3 &projectionOrigin, const bool parallel, const float fadeDepth, const idMaterial *material, const int startTime );
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virtual void ProjectDecal( qhandle_t entityHandle, const idFixedWinding &winding, const idVec3 &projectionOrigin, const bool parallel, const float fadeDepth, const idMaterial *material, const int startTime );
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virtual void ProjectOverlay( qhandle_t entityHandle, const idPlane localTextureAxis[2], const idMaterial *material );
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virtual void RemoveDecals( qhandle_t entityHandle );
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virtual void SetRenderView( const renderView_t *renderView );
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virtual void RenderScene( const renderView_t *renderView );
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virtual int NumAreas( void ) const;
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virtual int PointInArea( const idVec3 &point ) const;
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virtual int BoundsInAreas( const idBounds &bounds, int *areas, int maxAreas ) const;
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virtual int NumPortalsInArea( int areaNum );
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virtual exitPortal_t GetPortal( int areaNum, int portalNum );
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virtual guiPoint_t GuiTrace( qhandle_t entityHandle, const idVec3 start, const idVec3 end ) const;
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virtual bool ModelTrace( modelTrace_t &trace, qhandle_t entityHandle, const idVec3 &start, const idVec3 &end, const float radius ) const;
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virtual bool Trace( modelTrace_t &trace, const idVec3 &start, const idVec3 &end, const float radius, bool skipDynamic = true, bool skipPlayer = false ) const;
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virtual bool FastWorldTrace( modelTrace_t &trace, const idVec3 &start, const idVec3 &end ) const;
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virtual void DebugClearLines( int time );
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virtual void DebugLine( const idVec4 &color, const idVec3 &start, const idVec3 &end, const int lifetime = 0, const bool depthTest = false );
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virtual void DebugArrow( const idVec4 &color, const idVec3 &start, const idVec3 &end, int size, const int lifetime = 0 );
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virtual void DebugWinding( const idVec4 &color, const idWinding &w, const idVec3 &origin, const idMat3 &axis, const int lifetime = 0, const bool depthTest = false );
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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 );
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virtual void DebugSphere( const idVec4 &color, const idSphere &sphere, const int lifetime = 0, bool depthTest = false );
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virtual void DebugBounds( const idVec4 &color, const idBounds &bounds, const idVec3 &org = vec3_origin, const int lifetime = 0 );
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virtual void DebugBox( const idVec4 &color, const idBox &box, const int lifetime = 0 );
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virtual void DebugFrustum( const idVec4 &color, const idFrustum &frustum, const bool showFromOrigin = false, const int lifetime = 0 );
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virtual void DebugCone( const idVec4 &color, const idVec3 &apex, const idVec3 &dir, float radius1, float radius2, const int lifetime = 0 );
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virtual void DebugScreenRect( const idVec4 &color, const idScreenRect &rect, const viewDef_t *viewDef, const int lifetime = 0 );
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virtual void DebugAxis( const idVec3 &origin, const idMat3 &axis );
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virtual void DebugClearPolygons( int time );
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virtual void DebugPolygon( const idVec4 &color, const idWinding &winding, const int lifeTime = 0, const bool depthTest = false );
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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 );
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//-----------------------
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idStr mapName; // ie: maps/tim_dm2.proc, written to demoFile
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ID_TIME_T mapTimeStamp; // for fast reloads of the same level
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areaNode_t * areaNodes;
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int numAreaNodes;
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portalArea_t * portalAreas;
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int numPortalAreas;
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int connectedAreaNum; // incremented every time a door portal state changes
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idScreenRect * areaScreenRect;
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doublePortal_t * doublePortals;
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int numInterAreaPortals;
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idList<idRenderModel *> localModels;
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idList<idRenderEntityLocal*> entityDefs;
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idList<idRenderLightLocal*> lightDefs;
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idBlockAlloc<areaReference_t, 1024> areaReferenceAllocator;
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idBlockAlloc<idInteraction, 256> interactionAllocator;
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idBlockAlloc<areaNumRef_t, 1024> areaNumRefAllocator;
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// all light / entity interactions are referenced here for fast lookup without
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// having to crawl the doubly linked lists. EnntityDefs are sequential for better
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// cache access, because the table is accessed by light in idRenderWorldLocal::CreateLightDefInteractions()
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// Growing this table is time consuming, so we add a pad value to the number
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// of entityDefs and lightDefs
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idInteraction ** interactionTable;
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int interactionTableWidth; // entityDefs
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int interactionTableHeight; // lightDefs
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bool generateAllInteractionsCalled;
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//-----------------------
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// RenderWorld_load.cpp
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idRenderModel * ParseModel( idLexer *src );
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idRenderModel * ParseShadowModel( idLexer *src );
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void SetupAreaRefs();
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void ParseInterAreaPortals( idLexer *src );
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void ParseNodes( idLexer *src );
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int CommonChildrenArea_r( areaNode_t *node );
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void FreeWorld();
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void ClearWorld();
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void FreeDefs();
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void TouchWorldModels( void );
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void AddWorldModelEntities();
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void ClearPortalStates();
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virtual bool InitFromMap( const char *mapName );
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//--------------------------
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// RenderWorld_portals.cpp
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idScreenRect ScreenRectFromWinding( const idWinding *w, viewEntity_t *space );
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bool PortalIsFoggedOut( const portal_t *p );
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void FloodViewThroughArea_r( const idVec3 origin, int areaNum, const struct portalStack_s *ps );
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void FlowViewThroughPortals( const idVec3 origin, int numPlanes, const idPlane *planes );
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void FloodLightThroughArea_r( idRenderLightLocal *light, int areaNum, const struct portalStack_s *ps );
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void FlowLightThroughPortals( idRenderLightLocal *light );
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areaNumRef_t * FloodFrustumAreas_r( const idFrustum &frustum, const int areaNum, const idBounds &bounds, areaNumRef_t *areas );
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areaNumRef_t * FloodFrustumAreas( const idFrustum &frustum, areaNumRef_t *areas );
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bool CullEntityByPortals( const idRenderEntityLocal *entity, const struct portalStack_s *ps );
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void AddAreaEntityRefs( int areaNum, const struct portalStack_s *ps );
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bool CullLightByPortals( const idRenderLightLocal *light, const struct portalStack_s *ps );
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void AddAreaLightRefs( int areaNum, const struct portalStack_s *ps );
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void AddAreaRefs( int areaNum, const struct portalStack_s *ps );
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void BuildConnectedAreas_r( int areaNum );
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void BuildConnectedAreas( void );
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void FindViewLightsAndEntities( void );
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int NumPortals( void ) const;
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qhandle_t FindPortal( const idBounds &b ) const;
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void SetPortalState( qhandle_t portal, int blockingBits );
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int GetPortalState( qhandle_t portal );
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bool AreasAreConnected( int areaNum1, int areaNum2, portalConnection_t connection );
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void FloodConnectedAreas( portalArea_t *area, int portalAttributeIndex );
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idScreenRect & GetAreaScreenRect( int areaNum ) const { return areaScreenRect[areaNum]; }
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void ShowPortals();
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//--------------------------
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// RenderWorld_demo.cpp
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void StartWritingDemo( idDemoFile *demo );
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void StopWritingDemo();
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bool ProcessDemoCommand( idDemoFile *readDemo, renderView_t *demoRenderView, int *demoTimeOffset );
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void WriteLoadMap();
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void WriteRenderView( const renderView_t *renderView );
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void WriteVisibleDefs( const viewDef_t *viewDef );
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void WriteFreeLight( qhandle_t handle );
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void WriteFreeEntity( qhandle_t handle );
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void WriteRenderLight( qhandle_t handle, const renderLight_t *light );
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void WriteRenderEntity( qhandle_t handle, const renderEntity_t *ent );
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void ReadRenderEntity();
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void ReadRenderLight();
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//--------------------------
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// RenderWorld.cpp
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void ResizeInteractionTable();
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void AddEntityRefToArea( idRenderEntityLocal *def, portalArea_t *area );
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void AddLightRefToArea( idRenderLightLocal *light, portalArea_t *area );
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void RecurseProcBSP_r( modelTrace_t *results, int parentNodeNum, int nodeNum, float p1f, float p2f, const idVec3 &p1, const idVec3 &p2 ) const;
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void BoundsInAreas_r( int nodeNum, const idBounds &bounds, int *areas, int *numAreas, int maxAreas ) const;
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float DrawTextLength( const char *text, float scale, int len = 0 );
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void FreeInteractions();
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void PushVolumeIntoTree_r( idRenderEntityLocal *def, idRenderLightLocal *light, const idSphere *sphere, int numPoints, const idVec3 (*points), int nodeNum );
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void PushVolumeIntoTree( idRenderEntityLocal *def, idRenderLightLocal *light, int numPoints, const idVec3 (*points) );
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//-------------------------------
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// tr_light.c
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void CreateLightDefInteractions( idRenderLightLocal *ldef );
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};
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#endif /* !__RENDERWORLDLOCAL_H__ */
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