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https://github.com/id-Software/DOOM-3-BFG.git
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297 lines
14 KiB
C
297 lines
14 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 __RENDERWORLDLOCAL_H__
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#define __RENDERWORLDLOCAL_H__
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#include "BoundsTrack.h"
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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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struct reusableDecal_t {
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qhandle_t entityHandle;
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int lastStartTime;
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idRenderModelDecal * decals;
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};
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struct reusableOverlay_t {
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qhandle_t entityHandle;
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int lastStartTime;
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idRenderModelOverlay * overlays;
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};
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struct portalStack_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 bool InitFromMap( const char *mapName );
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virtual void ResetLocalRenderModels(); // Fixes a crash when switching between expansion packs in Doom3:BFG
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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, const int startTime );
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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() 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 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 *, TAG_MODEL> localModels;
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idList<idRenderEntityLocal*, TAG_ENTITY> entityDefs;
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idList<idRenderLightLocal*, TAG_LIGHT> lightDefs;
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idBlockAlloc<areaReference_t, 1024> areaReferenceAllocator;
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idBlockAlloc<idInteraction, 256> interactionAllocator;
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#ifdef ID_PC
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static const int MAX_DECAL_SURFACES = 32;
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#else
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static const int MAX_DECAL_SURFACES = 16;
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#endif
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idArray<reusableDecal_t, MAX_DECAL_SURFACES> decals;
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idArray<reusableOverlay_t, MAX_DECAL_SURFACES> overlays;
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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, const char *mapName, ID_TIME_T mapTimeStamp, idFile *fileOut );
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idRenderModel * ParseShadowModel( idLexer *src, idFile *fileOut );
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void SetupAreaRefs();
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void ParseInterAreaPortals( idLexer *src, idFile *fileOut );
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void ParseNodes( idLexer *src, idFile *fileOut );
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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();
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void AddWorldModelEntities();
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void ClearPortalStates();
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void ReadBinaryAreaPortals( idFile *file );
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void ReadBinaryNodes( idFile *file );
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idRenderModel * ReadBinaryModel( idFile *file );
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idRenderModel * ReadBinaryShadowModel( idFile *file );
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//--------------------------
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// RenderWorld_portals.cpp
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bool CullEntityByPortals( const idRenderEntityLocal *entity, const portalStack_t *ps );
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void AddAreaViewEntities( int areaNum, const portalStack_t *ps );
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bool CullLightByPortals( const idRenderLightLocal *light, const portalStack_t *ps );
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void AddAreaViewLights( int areaNum, const portalStack_t *ps );
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void AddAreaToView( int areaNum, const portalStack_t *ps );
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idScreenRect ScreenRectFromWinding( const idWinding *w, const 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 portalStack_t *ps );
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void FlowViewThroughPortals( const idVec3 & origin, int numPlanes, const idPlane *planes );
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void BuildConnectedAreas_r( int areaNum );
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void BuildConnectedAreas();
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void FindViewLightsAndEntities();
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void FloodLightThroughArea_r( idRenderLightLocal *light, int areaNum, const portalStack_t *ps );
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void FlowLightThroughPortals( idRenderLightLocal *light );
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int NumPortals() 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 ) const;
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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 PushFrustumIntoTree_r( idRenderEntityLocal *def, idRenderLightLocal *light, const frustumCorners_t & corners, int nodeNum );
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void PushFrustumIntoTree( idRenderEntityLocal *def, idRenderLightLocal *light, const idRenderMatrix & frustumTransform, const idBounds & frustumBounds );
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idRenderModelDecal * AllocDecal( qhandle_t newEntityHandle, int startTime );
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idRenderModelOverlay * AllocOverlay( qhandle_t newEntityHandle, int startTime );
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//-------------------------------
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// tr_light.c
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void CreateLightDefInteractions( idRenderLightLocal * const ldef, const int renderViewID );
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};
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// if an entity / light combination has been evaluated and found to not genrate any surfaces or shadows,
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// the constant INTERACTION_EMPTY will be stored in the interaction table, int contrasts to NULL, which
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// means that the combination has not yet been tested for having surfaces.
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static idInteraction * const INTERACTION_EMPTY = (idInteraction *)1;
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void R_ListRenderLightDefs_f( const idCmdArgs &args );
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void R_ListRenderEntityDefs_f( const idCmdArgs &args );
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#endif /* !__RENDERWORLDLOCAL_H__ */
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