/* =========================================================================== 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 __RENDERWORLDLOCAL_H__ #define __RENDERWORLDLOCAL_H__ #include "BoundsTrack.h" // assume any lightDef or entityDef index above this is an internal error const int LUDICROUS_INDEX = 10000; typedef struct portal_s { int intoArea; // area this portal leads to idWinding* w; // winding points have counter clockwise ordering seen this area idPlane plane; // view must be on the positive side of the plane to cross struct portal_s* next; // next portal of the area struct doublePortal_s* doublePortal; } portal_t; typedef struct doublePortal_s { struct portal_s* portals[2]; int blockingBits; // PS_BLOCK_VIEW, PS_BLOCK_AIR, etc, set by doors that shut them off // A portal will be considered closed if it is past the // fog-out point in a fog volume. We only support a single // fog volume over each portal. idRenderLightLocal* fogLight; struct doublePortal_s* nextFoggedPortal; } doublePortal_t; typedef struct portalArea_s { int areaNum; int connectedAreaNum[NUM_PORTAL_ATTRIBUTES]; // if two areas have matching connectedAreaNum, they are // not separated by a portal with the apropriate PS_BLOCK_* blockingBits int viewCount; // set by R_FindViewLightsAndEntities portal_t* portals; // never changes after load areaReference_t entityRefs; // head/tail of doubly linked list, may change areaReference_t lightRefs; // head/tail of doubly linked list, may change } portalArea_t; static const int CHILDREN_HAVE_MULTIPLE_AREAS = -2; static const int AREANUM_SOLID = -1; typedef struct { idPlane plane; int children[2]; // negative numbers are (-1 - areaNumber), 0 = solid int commonChildrenArea; // if all children are either solid or a single area, // this is the area number, else CHILDREN_HAVE_MULTIPLE_AREAS } areaNode_t; struct reusableDecal_t { qhandle_t entityHandle; int lastStartTime; idRenderModelDecal* decals; }; struct reusableOverlay_t { qhandle_t entityHandle; int lastStartTime; idRenderModelOverlay* overlays; }; struct portalStack_t; class idRenderWorldLocal : public idRenderWorld { public: idRenderWorldLocal(); virtual ~idRenderWorldLocal(); virtual bool InitFromMap( const char* mapName ); virtual void ResetLocalRenderModels(); // Fixes a crash when switching between expansion packs in Doom3:BFG virtual qhandle_t AddEntityDef( const renderEntity_t* re ); virtual void UpdateEntityDef( qhandle_t entityHandle, const renderEntity_t* re ); virtual void FreeEntityDef( qhandle_t entityHandle ); virtual const renderEntity_t* GetRenderEntity( qhandle_t entityHandle ) const; virtual qhandle_t AddLightDef( const renderLight_t* rlight ); virtual void UpdateLightDef( qhandle_t lightHandle, const renderLight_t* rlight ); virtual void FreeLightDef( qhandle_t lightHandle ); virtual const renderLight_t* GetRenderLight( qhandle_t lightHandle ) const; virtual bool CheckAreaForPortalSky( int areaNum ); virtual void GenerateAllInteractions(); virtual void RegenerateWorld(); virtual void ProjectDecalOntoWorld( const idFixedWinding& winding, const idVec3& projectionOrigin, const bool parallel, const float fadeDepth, const idMaterial* material, const int startTime ); virtual void ProjectDecal( qhandle_t entityHandle, const idFixedWinding& winding, const idVec3& projectionOrigin, const bool parallel, const float fadeDepth, const idMaterial* material, const int startTime ); virtual void ProjectOverlay( qhandle_t entityHandle, const idPlane localTextureAxis[2], const idMaterial* material, const int startTime ); virtual void RemoveDecals( qhandle_t entityHandle ); virtual void SetRenderView( const renderView_t* renderView ); virtual void RenderScene( const renderView_t* renderView ); virtual int NumAreas() const; virtual int PointInArea( const idVec3& point ) const; virtual int BoundsInAreas( const idBounds& bounds, int* areas, int maxAreas ) const; virtual int NumPortalsInArea( int areaNum ); virtual exitPortal_t GetPortal( int areaNum, int portalNum ); virtual guiPoint_t GuiTrace( qhandle_t entityHandle, const idVec3 start, const idVec3 end ) const; virtual bool ModelTrace( modelTrace_t& trace, qhandle_t entityHandle, const idVec3& start, const idVec3& end, const float radius ) const; virtual bool Trace( modelTrace_t& trace, const idVec3& start, const idVec3& end, const float radius, bool skipDynamic = true, bool skipPlayer = false ) const; virtual bool FastWorldTrace( modelTrace_t& trace, const idVec3& start, const idVec3& end ) const; virtual void DebugClearLines( int time ); virtual void DebugLine( const idVec4& color, const idVec3& start, const idVec3& end, const int lifetime = 0, const bool depthTest = false ); virtual void DebugArrow( const idVec4& color, const idVec3& start, const idVec3& end, int size, const int lifetime = 0 ); virtual void DebugWinding( const idVec4& color, const idWinding& w, const idVec3& origin, const idMat3& axis, const int lifetime = 0, const bool depthTest = false ); 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 ); virtual void DebugSphere( const idVec4& color, const idSphere& sphere, const int lifetime = 0, bool depthTest = false ); virtual void DebugBounds( const idVec4& color, const idBounds& bounds, const idVec3& org = vec3_origin, const int lifetime = 0 ); virtual void DebugBox( const idVec4& color, const idBox& box, const int lifetime = 0 ); virtual void DebugCone( const idVec4& color, const idVec3& apex, const idVec3& dir, float radius1, float radius2, const int lifetime = 0 ); virtual void DebugScreenRect( const idVec4& color, const idScreenRect& rect, const viewDef_t* viewDef, const int lifetime = 0 ); virtual void DebugAxis( const idVec3& origin, const idMat3& axis ); virtual void DebugClearPolygons( int time ); virtual void DebugPolygon( const idVec4& color, const idWinding& winding, const int lifeTime = 0, const bool depthTest = false ); 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 ); //----------------------- idStr mapName; // ie: maps/tim_dm2.proc, written to demoFile ID_TIME_T mapTimeStamp; // for fast reloads of the same level areaNode_t* areaNodes; int numAreaNodes; portalArea_t* portalAreas; int numPortalAreas; int connectedAreaNum; // incremented every time a door portal state changes idScreenRect* areaScreenRect; doublePortal_t* doublePortals; int numInterAreaPortals; idList localModels; idList entityDefs; idList lightDefs; idBlockAlloc areaReferenceAllocator; idBlockAlloc interactionAllocator; #ifdef ID_PC static const int MAX_DECAL_SURFACES = 32; #else static const int MAX_DECAL_SURFACES = 16; #endif idArray decals; idArray overlays; // all light / entity interactions are referenced here for fast lookup without // having to crawl the doubly linked lists. EnntityDefs are sequential for better // cache access, because the table is accessed by light in idRenderWorldLocal::CreateLightDefInteractions() // Growing this table is time consuming, so we add a pad value to the number // of entityDefs and lightDefs idInteraction** interactionTable; int interactionTableWidth; // entityDefs int interactionTableHeight; // lightDefs bool generateAllInteractionsCalled; //----------------------- // RenderWorld_load.cpp idRenderModel* ParseModel( idLexer* src, const char* mapName, ID_TIME_T mapTimeStamp, idFile* fileOut ); idRenderModel* ParseShadowModel( idLexer* src, idFile* fileOut ); void SetupAreaRefs(); void ParseInterAreaPortals( idLexer* src, idFile* fileOut ); void ParseNodes( idLexer* src, idFile* fileOut ); int CommonChildrenArea_r( areaNode_t* node ); void FreeWorld(); void ClearWorld(); void FreeDefs(); void TouchWorldModels(); void AddWorldModelEntities(); void ClearPortalStates(); void ReadBinaryAreaPortals( idFile* file ); void ReadBinaryNodes( idFile* file ); idRenderModel* ReadBinaryModel( idFile* file ); idRenderModel* ReadBinaryShadowModel( idFile* file ); //-------------------------- // RenderWorld_portals.cpp bool CullEntityByPortals( const idRenderEntityLocal* entity, const portalStack_t* ps ); void AddAreaViewEntities( int areaNum, const portalStack_t* ps ); bool CullLightByPortals( const idRenderLightLocal* light, const portalStack_t* ps ); void AddAreaViewLights( int areaNum, const portalStack_t* ps ); void AddAreaToView( int areaNum, const portalStack_t* ps ); idScreenRect ScreenRectFromWinding( const idWinding* w, const viewEntity_t* space ); bool PortalIsFoggedOut( const portal_t* p ); void FloodViewThroughArea_r( const idVec3& origin, int areaNum, const portalStack_t* ps ); void FlowViewThroughPortals( const idVec3& origin, int numPlanes, const idPlane* planes ); void BuildConnectedAreas_r( int areaNum ); void BuildConnectedAreas(); void FindViewLightsAndEntities(); void FloodLightThroughArea_r( idRenderLightLocal* light, int areaNum, const portalStack_t* ps ); void FlowLightThroughPortals( idRenderLightLocal* light ); int NumPortals() const; qhandle_t FindPortal( const idBounds& b ) const; void SetPortalState( qhandle_t portal, int blockingBits ); int GetPortalState( qhandle_t portal ); bool AreasAreConnected( int areaNum1, int areaNum2, portalConnection_t connection ) const; void FloodConnectedAreas( portalArea_t* area, int portalAttributeIndex ); idScreenRect& GetAreaScreenRect( int areaNum ) const { return areaScreenRect[areaNum]; } void ShowPortals(); //-------------------------- // RenderWorld_demo.cpp void StartWritingDemo( idDemoFile* demo ); void StopWritingDemo(); bool ProcessDemoCommand( idDemoFile* readDemo, renderView_t* demoRenderView, int* demoTimeOffset ); void WriteLoadMap(); void WriteRenderView( const renderView_t* renderView ); void WriteVisibleDefs( const viewDef_t* viewDef ); void WriteFreeLight( qhandle_t handle ); void WriteFreeEntity( qhandle_t handle ); void WriteRenderLight( qhandle_t handle, const renderLight_t* light ); void WriteRenderEntity( qhandle_t handle, const renderEntity_t* ent ); void ReadRenderEntity(); void ReadRenderLight(); //-------------------------- // RenderWorld.cpp void ResizeInteractionTable(); void AddEntityRefToArea( idRenderEntityLocal* def, portalArea_t* area ); void AddLightRefToArea( idRenderLightLocal* light, portalArea_t* area ); void RecurseProcBSP_r( modelTrace_t* results, int parentNodeNum, int nodeNum, float p1f, float p2f, const idVec3& p1, const idVec3& p2 ) const; void BoundsInAreas_r( int nodeNum, const idBounds& bounds, int* areas, int* numAreas, int maxAreas ) const; float DrawTextLength( const char* text, float scale, int len = 0 ); void FreeInteractions(); void PushFrustumIntoTree_r( idRenderEntityLocal* def, idRenderLightLocal* light, const frustumCorners_t& corners, int nodeNum ); void PushFrustumIntoTree( idRenderEntityLocal* def, idRenderLightLocal* light, const idRenderMatrix& frustumTransform, const idBounds& frustumBounds ); idRenderModelDecal* AllocDecal( qhandle_t newEntityHandle, int startTime ); idRenderModelOverlay* AllocOverlay( qhandle_t newEntityHandle, int startTime ); //------------------------------- // tr_light.c void CreateLightDefInteractions( idRenderLightLocal* const ldef, const int renderViewID ); }; // if an entity / light combination has been evaluated and found to not genrate any surfaces or shadows, // the constant INTERACTION_EMPTY will be stored in the interaction table, int contrasts to NULL, which // means that the combination has not yet been tested for having surfaces. static idInteraction* const INTERACTION_EMPTY = ( idInteraction* )1; void R_ListRenderLightDefs_f( const idCmdArgs& args ); void R_ListRenderEntityDefs_f( const idCmdArgs& args ); #endif /* !__RENDERWORLDLOCAL_H__ */