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148 lines
5.5 KiB
C
148 lines
5.5 KiB
C
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition 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 BFG Edition 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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/*
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===============================================================================
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Interaction between static entityDef surfaces and a static 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_CULL_ALL_FRONT ((byte *)-1)
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#define LIGHT_CLIP_EPSILON 0.1f
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// enabling this define allows the precise inside shadow volume test
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// to be performed on interaction (static) shadow volumes
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#define KEEP_INTERACTION_CPU_DATA
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struct srfCullInfo_t {
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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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};
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// Pre-generated shadow volumes from dmap are not present in surfaceInteraction_t,
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// they are added separately.
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struct surfaceInteraction_t {
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// The vertexes for light tris will always come from ambient triangles.
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// For interactions created at load time, the indexes will be uniquely
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// generated in static vertex memory.
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int numLightTrisIndexes;
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vertCacheHandle_t lightTrisIndexCache;
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// shadow volume triangle surface
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int numShadowIndexes;
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int numShadowIndexesNoCaps; // if the view is outside the shadow, this can be used
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triIndex_t * shadowIndexes; // only != NULL if KEEP_INTERACTION_CPU_DATA is defined
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vertCacheHandle_t shadowIndexCache;
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};
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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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// (FIXME: actually try making shadow hulls? we never did.)
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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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bool staticInteraction; // true if the interaction was created at map load time in static buffer space
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public:
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idInteraction();
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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();
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// free the interaction surfaces
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void FreeSurfaces();
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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();
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// returns true if the interaction is empty
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bool IsEmpty() const { return ( numSurfaces == 0 ); }
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// returns true if the interaction is not yet completely created
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bool IsDeferred() const { return ( numSurfaces == -1 ); }
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// returns true if the interaction has shadows
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bool HasShadows() const;
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// called by GenerateAllInteractions
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void CreateStaticInteraction();
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private:
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// unlink from entity and light lists
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void Unlink();
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};
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void R_ShowInteractionMemory_f( const idCmdArgs &args );
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#endif /* !__INTERACTION_H__ */
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