doom3-bfg/neo/renderer/Interaction.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
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
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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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__
/*
===============================================================================
Interaction between static entityDef surfaces and a static 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_CULL_ALL_FRONT ((byte *)-1)
#define LIGHT_CLIP_EPSILON 0.1f
// enabling this define allows the precise inside shadow volume test
// to be performed on interaction (static) shadow volumes
#define KEEP_INTERACTION_CPU_DATA
struct srfCullInfo_t
{
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// For each triangle a byte set to 1 if facing the light origin.
byte* facing;
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// 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;
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// Clip planes in surface space used to calculate the cull bits.
idPlane localClipPlanes[6];
};
// Pre-generated shadow volumes from dmap are not present in surfaceInteraction_t,
// they are added separately.
struct surfaceInteraction_t
{
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// The vertexes for light tris will always come from ambient triangles.
// For interactions created at load time, the indexes will be uniquely
// generated in static vertex memory.
int numLightTrisIndexes;
vertCacheHandle_t lightTrisIndexCache;
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// shadow volume triangle surface
int numShadowIndexes;
int numShadowIndexesNoCaps; // if the view is outside the shadow, this can be used
triIndex_t* shadowIndexes; // only != NULL if KEEP_INTERACTION_CPU_DATA is defined
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vertCacheHandle_t shadowIndexCache;
};
class idRenderEntityLocal;
class idRenderLightLocal;
class idInteraction
{
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public:
// this may be 0 if the light and entity do not actually intersect
// -1 = an untested interaction
int numSurfaces;
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// 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
// (FIXME: actually try making shadow hulls? we never did.)
surfaceInteraction_t* surfaces;
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// 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;
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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:
idInteraction();
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// 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 );
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// unlinks from the entity and light, frees all surfaceInteractions,
// and puts it back on the free list
void UnlinkAndFree();
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// free the interaction surfaces
void FreeSurfaces();
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// 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();
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// returns true if the interaction is empty
bool IsEmpty() const
{
return ( numSurfaces == 0 );
}
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// returns true if the interaction is not yet completely created
bool IsDeferred() const
{
return ( numSurfaces == -1 );
}
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// returns true if the interaction has shadows
bool HasShadows() const;
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// called by GenerateAllInteractions
void CreateStaticInteraction();
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private:
// unlink from entity and light lists
void Unlink();
};
void R_ShowInteractionMemory_f( const idCmdArgs& args );
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#endif /* !__INTERACTION_H__ */