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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.
188 lines
6.7 KiB
C++
188 lines
6.7 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 __INTERACTION_H__
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#define __INTERACTION_H__
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#include "idlib/bv/Frustum.h"
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#include "renderer/Model.h"
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#include "renderer/tr_local.h"
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/*
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===============================================================================
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Interaction between entityDef surfaces and a lightDef.
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Interactions with no lightTris and no shadowTris are still
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valid, because they show that a given entityDef / lightDef
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do not interact, even though they share one or more areas.
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===============================================================================
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*/
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#define LIGHT_TRIS_DEFERRED ((srfTriangles_t *)-1)
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#define LIGHT_CULL_ALL_FRONT ((byte *)-1)
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#define LIGHT_CLIP_EPSILON 0.1f
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typedef struct {
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// For each triangle a byte set to 1 if facing the light origin.
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byte * facing;
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// For each vertex a byte with the bits [0-5] set if the
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// vertex is at the back side of the corresponding clip plane.
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// If the 'cullBits' pointer equals LIGHT_CULL_ALL_FRONT all
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// vertices are at the front of all the clip planes.
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byte * cullBits;
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// Clip planes in surface space used to calculate the cull bits.
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idPlane localClipPlanes[6];
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} srfCullInfo_t;
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typedef struct {
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// if lightTris == LIGHT_TRIS_DEFERRED, then the calculation of the
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// lightTris has been deferred, and must be done if ambientTris is visible
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srfTriangles_t * lightTris;
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// shadow volume triangle surface
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srfTriangles_t * shadowTris;
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// so we can check ambientViewCount before adding lightTris, and get
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// at the shared vertex and possibly shadowVertex caches
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srfTriangles_t * ambientTris;
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const idMaterial * shader;
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int expCulled; // only for the experimental shadow buffer renderer
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srfCullInfo_t cullInfo;
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} surfaceInteraction_t;
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typedef struct areaNumRef_s {
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struct areaNumRef_s * next;
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int areaNum;
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} areaNumRef_t;
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class idRenderEntityLocal;
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class idRenderLightLocal;
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class idInteraction {
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public:
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// this may be 0 if the light and entity do not actually intersect
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// -1 = an untested interaction
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int numSurfaces;
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// if there is a whole-entity optimized shadow hull, it will
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// be present as a surfaceInteraction_t with a NULL ambientTris, but
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// possibly having a shader to specify the shadow sorting order
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surfaceInteraction_t * surfaces;
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// get space from here, if NULL, it is a pre-generated shadow volume from dmap
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idRenderEntityLocal * entityDef;
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idRenderLightLocal * lightDef;
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idInteraction * lightNext; // for lightDef chains
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idInteraction * lightPrev;
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idInteraction * entityNext; // for entityDef chains
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idInteraction * entityPrev;
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public:
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idInteraction( void );
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// because these are generated and freed each game tic for active elements all
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// over the world, we use a custom pool allocater to avoid memory allocation overhead
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// and fragmentation
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static idInteraction * AllocAndLink( idRenderEntityLocal *edef, idRenderLightLocal *ldef );
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// unlinks from the entity and light, frees all surfaceInteractions,
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// and puts it back on the free list
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void UnlinkAndFree( void );
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// free the interaction surfaces
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void FreeSurfaces( void );
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// makes the interaction empty for when the light and entity do not actually intersect
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// all empty interactions are linked at the end of the light's and entity's interaction list
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void MakeEmpty( void );
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// returns true if the interaction is empty
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bool IsEmpty( void ) const { return ( numSurfaces == 0 ); }
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// returns true if the interaction is not yet completely created
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bool IsDeferred( void ) const { return ( numSurfaces == -1 ); }
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// returns true if the interaction has shadows
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bool HasShadows( void ) const;
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// counts up the memory used by all the surfaceInteractions, which
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// will be used to determine when we need to start purging old interactions
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int MemoryUsed( void );
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// makes sure all necessary light surfaces and shadow surfaces are created, and
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// calls R_LinkLightSurf() for each one
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void AddActiveInteraction( void );
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private:
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enum {
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FRUSTUM_UNINITIALIZED,
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FRUSTUM_INVALID,
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FRUSTUM_VALID,
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FRUSTUM_VALIDAREAS,
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} frustumState;
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idFrustum frustum; // frustum which contains the interaction
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areaNumRef_t * frustumAreas; // numbers of the areas the frustum touches
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int dynamicModelFrameCount; // so we can tell if a callback model animated
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private:
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// actually create the interaction
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void CreateInteraction( const idRenderModel *model );
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// unlink from entity and light lists
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void Unlink( void );
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// try to determine if the entire interaction, including shadows, is guaranteed
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// to be outside the view frustum
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bool CullInteractionByViewFrustum( const idFrustum &viewFrustum );
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// determine the minimum scissor rect that will include the interaction shadows
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// projected to the bounds of the light
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idScreenRect CalcInteractionScissorRectangle( const idFrustum &viewFrustum );
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};
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void R_CalcInteractionFacing( const idRenderEntityLocal *ent, const srfTriangles_t *tri, const idRenderLightLocal *light, srfCullInfo_t &cullInfo );
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void R_CalcInteractionCullBits( const idRenderEntityLocal *ent, const srfTriangles_t *tri, const idRenderLightLocal *light, srfCullInfo_t &cullInfo );
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void R_FreeInteractionCullInfo( srfCullInfo_t &cullInfo );
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void R_ShowInteractionMemory_f( const idCmdArgs &args );
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#endif /* !__INTERACTION_H__ */
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