/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 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 . 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 { // For each triangle a byte set to 1 if facing the light origin. byte* facing; // 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; // 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 { // 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; // 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 vertCacheHandle_t shadowIndexCache; }; class idRenderEntityLocal; class idRenderLightLocal; class idInteraction { public: // this may be 0 if the light and entity do not actually intersect // -1 = an untested interaction int numSurfaces; // 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; // 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; bool staticInteraction; // true if the interaction was created at map load time in static buffer space public: idInteraction(); // 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 ); // unlinks from the entity and light, frees all surfaceInteractions, // and puts it back on the free list void UnlinkAndFree(); // free the interaction surfaces void FreeSurfaces(); // 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(); // returns true if the interaction is empty bool IsEmpty() const { return ( numSurfaces == 0 ); } // returns true if the interaction is not yet completely created bool IsDeferred() const { return ( numSurfaces == -1 ); } // returns true if the interaction has shadows bool HasShadows() const; // called by GenerateAllInteractions void CreateStaticInteraction(); private: // unlink from entity and light lists void Unlink(); }; void R_ShowInteractionMemory_f( const idCmdArgs& args ); #endif /* !__INTERACTION_H__ */