/* =========================================================================== 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 __RENDERWORLD_H__ #define __RENDERWORLD_H__ /* =============================================================================== Render World =============================================================================== */ #define PROC_FILE_EXT "proc" #define PROC_FILE_ID "mapProcFile003" // shader parms const int SHADERPARM_RED = 0; const int SHADERPARM_GREEN = 1; const int SHADERPARM_BLUE = 2; const int SHADERPARM_ALPHA = 3; const int SHADERPARM_TIMESCALE = 3; const int SHADERPARM_TIMEOFFSET = 4; const int SHADERPARM_DIVERSITY = 5; // random between 0.0 and 1.0 for some effects (muzzle flashes, etc) const int SHADERPARM_MODE = 7; // for selecting which shader passes to enable const int SHADERPARM_TIME_OF_DEATH = 7; // for the monster skin-burn-away effect enable and time offset // model parms const int SHADERPARM_MD3_FRAME = 8; const int SHADERPARM_MD3_LASTFRAME = 9; const int SHADERPARM_MD3_BACKLERP = 10; const int SHADERPARM_BEAM_END_X = 8; // for _beam models const int SHADERPARM_BEAM_END_Y = 9; const int SHADERPARM_BEAM_END_Z = 10; const int SHADERPARM_BEAM_WIDTH = 11; const int SHADERPARM_SPRITE_WIDTH = 8; const int SHADERPARM_SPRITE_HEIGHT = 9; const int SHADERPARM_PARTICLE_STOPTIME = 8; // don't spawn any more particles after this time // guis const int MAX_RENDERENTITY_GUI = 3; // the renderEntity_s::joints array needs to point at enough memory to store the number of joints rounded up to two for SIMD ID_INLINE int SIMD_ROUND_JOINTS( int numJoints ) { return ( ( numJoints + 1 ) & ~1 ); } ID_INLINE void SIMD_INIT_LAST_JOINT( idJointMat* joints, int numJoints ) { if( numJoints & 1 ) { joints[numJoints] = joints[numJoints - 1]; } } typedef bool( *deferredEntityCallback_t )( renderEntity_s*, const renderView_s* ); typedef struct renderEntity_s { idRenderModel* hModel; // this can only be null if callback is set int entityNum; int bodyId; // Entities that are expensive to generate, like skeletal models, can be // deferred until their bounds are found to be in view, in the frustum // of a shadowing light that is in view, or contacted by a trace / overlay test. // This is also used to do visual cueing on items in the view // The renderView may be NULL if the callback is being issued for a non-view related // source. // The callback function should clear renderEntity->callback if it doesn't // want to be called again next time the entity is referenced (ie, if the // callback has now made the entity valid until the next updateEntity) idBounds bounds; // only needs to be set for deferred models and md5s deferredEntityCallback_t callback; void* callbackData; // used for whatever the callback wants // player bodies and possibly player shadows should be suppressed in views from // that player's eyes, but will show up in mirrors and other subviews // security cameras could suppress their model in their subviews if we add a way // of specifying a view number for a remoteRenderMap view int suppressSurfaceInViewID; int suppressShadowInViewID; // world models for the player and weapons will not cast shadows from view weapon // muzzle flashes int suppressShadowInLightID; // if non-zero, the surface and shadow (if it casts one) // will only show up in the specific view, ie: player weapons int allowSurfaceInViewID; // positioning // axis rotation vectors must be unit length for many // R_LocalToGlobal functions to work, so don't scale models! // axis vectors are [0] = forward, [1] = left, [2] = up idVec3 origin; idMat3 axis; // texturing const idMaterial* customShader; // if non-0, all surfaces will use this const idMaterial* referenceShader; // used so flares can reference the proper light shader const idDeclSkin* customSkin; // 0 for no remappings class idSoundEmitter* referenceSound; // for shader sound tables, allowing effects to vary with sounds float shaderParms[ MAX_ENTITY_SHADER_PARMS ]; // can be used in any way by shader or model generation // networking: see WriteGUIToSnapshot / ReadGUIFromSnapshot class idUserInterface* gui[ MAX_RENDERENTITY_GUI ]; struct renderView_s* remoteRenderView; // any remote camera surfaces will use this int numJoints; idJointMat* joints; // array of joints that will modify vertices. // NULL if non-deformable model. NOT freed by renderer float modelDepthHack; // squash depth range so particle effects don't clip into walls // options to override surface shader flags (replace with material parameters?) bool noSelfShadow; // cast shadows onto other objects,but not self bool noShadow; // no shadow at all bool noDynamicInteractions; // don't create any light / shadow interactions after // the level load is completed. This is a performance hack // for the gigantic outdoor meshes in the monorail map, so // all the lights in the moving monorail don't touch the meshes bool weaponDepthHack; // squash depth range so view weapons don't poke into walls // this automatically implies noShadow bool noOverlays; // force no overlays on this model bool skipMotionBlur; // Mask out this object during motion blur int forceUpdate; // force an update (NOTE: not a bool to keep this struct a multiple of 4 bytes) int timeGroup; int xrayIndex; } renderEntity_t; typedef struct renderLight_s { idMat3 axis; // rotation vectors, must be unit length idVec3 origin; // if non-zero, the light will not show up in the specific view, // which may be used if we want to have slightly different muzzle // flash lights for the player and other views int suppressLightInViewID; // if non-zero, the light will only show up in the specific view // which can allow player gun gui lights and such to not effect everyone int allowLightInViewID; // I am sticking the four bools together so there are no unused gaps in // the padded structure, which could confuse the memcmp that checks for redundant // updates bool forceShadows; // Used to override the material parameters bool noShadows; // (should we replace this with material parameters on the shader?) bool noSpecular; // (should we replace this with material parameters on the shader?) bool pointLight; // otherwise a projection light (should probably invert the sense of this, because points are way more common) bool parallel; // lightCenter gives the direction to the light at infinity idVec3 lightRadius; // xyz radius for point lights idVec3 lightCenter; // offset the lighting direction for shading and // shadows, relative to origin // frustum definition for projected lights, all reletive to origin // FIXME: we should probably have real plane equations here, and offer // a helper function for conversion from this format idVec3 target; idVec3 right; idVec3 up; idVec3 start; idVec3 end; // Dmap will generate an optimized shadow volume named _prelight_ // for the light against all the _area* models in the map. The renderer will // ignore this value if the light has been moved after initial creation idRenderModel* prelightModel; // muzzle flash lights will not cast shadows from player and weapon world models int lightId; const idMaterial* shader; // NULL = either lights/defaultPointLight or lights/defaultProjectedLight float shaderParms[MAX_ENTITY_SHADER_PARMS]; // can be used in any way by shader idSoundEmitter* referenceSound; // for shader sound tables, allowing effects to vary with sounds } renderLight_t; typedef struct renderView_s { // player views will set this to a non-zero integer for model suppress / allow // subviews (mirrors, cameras, etc) will always clear it to zero int viewID; float fov_x, fov_y; // in degrees idVec3 vieworg; // has already been adjusted for stereo world seperation idVec3 vieworg_weapon; // has already been adjusted for stereo world seperation idMat3 viewaxis; // transformation matrix, view looks down the positive X axis bool cramZNear; // for cinematics, we want to set ZNear much lower bool flipProjection; bool forceUpdate; // for an update // time in milliseconds for shader effects and other time dependent rendering issues int time[2]; float shaderParms[MAX_GLOBAL_SHADER_PARMS]; // can be used in any way by shader const idMaterial* globalMaterial; // used to override everything draw // the viewEyeBuffer may be of a different polarity than stereoScreenSeparation if the eyes have been swapped int viewEyeBuffer; // -1 = left eye, 1 = right eye, 0 = monoscopic view or GUI float stereoScreenSeparation; // projection matrix horizontal offset, positive or negative based on camera eye } renderView_t; // exitPortal_t is returned by idRenderWorld::GetPortal() typedef struct { int areas[2]; // areas connected by this portal const idWinding* w; // winding points have counter clockwise ordering seen from areas[0] int blockingBits; // PS_BLOCK_VIEW, PS_BLOCK_AIR, etc qhandle_t portalHandle; } exitPortal_t; // guiPoint_t is returned by idRenderWorld::GuiTrace() typedef struct { float x, y; // 0.0 to 1.0 range if trace hit a gui, otherwise -1 int guiId; // id of gui ( 0, 1, or 2 ) that the trace happened against } guiPoint_t; // modelTrace_t is for tracing vs. visual geometry typedef struct modelTrace_s { float fraction; // fraction of trace completed idVec3 point; // end point of trace in global space idVec3 normal; // hit triangle normal vector in global space const idMaterial* material; // material of hit surface const renderEntity_t* entity; // render entity that was hit int jointNumber; // md5 joint nearest to the hit triangle } modelTrace_t; static const int NUM_PORTAL_ATTRIBUTES = 3; typedef enum { PS_BLOCK_NONE = 0, PS_BLOCK_VIEW = 1, PS_BLOCK_LOCATION = 2, // game map location strings often stop in hallways PS_BLOCK_AIR = 4, // windows between pressurized and unpresurized areas PS_BLOCK_ALL = ( 1 << NUM_PORTAL_ATTRIBUTES ) - 1 } portalConnection_t; class idRenderWorld { public: virtual ~idRenderWorld() {}; // The same render world can be reinitialized as often as desired // a NULL or empty mapName will create an empty, single area world virtual bool InitFromMap( const char* mapName ) = 0; // This fixes a crash when switching between expansion packs in the same game session // the modelManager gets reset, which deletes all render models without resetting the localModels list inside renderWorldLocal. // Now we'll have a hook to reset the list from here. virtual void ResetLocalRenderModels() = 0; //-------------- Entity and Light Defs ----------------- // entityDefs and lightDefs are added to a given world to determine // what will be drawn for a rendered scene. Most update work is defered // until it is determined that it is actually needed for a given view. virtual qhandle_t AddEntityDef( const renderEntity_t* re ) = 0; virtual void UpdateEntityDef( qhandle_t entityHandle, const renderEntity_t* re ) = 0; virtual void FreeEntityDef( qhandle_t entityHandle ) = 0; virtual const renderEntity_t* GetRenderEntity( qhandle_t entityHandle ) const = 0; virtual qhandle_t AddLightDef( const renderLight_t* rlight ) = 0; virtual void UpdateLightDef( qhandle_t lightHandle, const renderLight_t* rlight ) = 0; virtual void FreeLightDef( qhandle_t lightHandle ) = 0; virtual const renderLight_t* GetRenderLight( qhandle_t lightHandle ) const = 0; // Force the generation of all light / surface interactions at the start of a level // If this isn't called, they will all be dynamically generated virtual void GenerateAllInteractions() = 0; // returns true if this area model needs portal sky to draw virtual bool CheckAreaForPortalSky( int areaNum ) = 0; //-------------- Decals and Overlays ----------------- // Creates decals on all world surfaces that the winding projects onto. // The projection origin should be infront of the winding plane. // The decals are projected onto world geometry between the winding plane and the projection origin. // The decals are depth faded from the winding plane to a certain distance infront of the // winding plane and the same distance from the projection origin towards the winding. virtual void ProjectDecalOntoWorld( const idFixedWinding& winding, const idVec3& projectionOrigin, const bool parallel, const float fadeDepth, const idMaterial* material, const int startTime ) = 0; // Creates decals on static models. virtual void ProjectDecal( qhandle_t entityHandle, const idFixedWinding& winding, const idVec3& projectionOrigin, const bool parallel, const float fadeDepth, const idMaterial* material, const int startTime ) = 0; // Creates overlays on dynamic models. virtual void ProjectOverlay( qhandle_t entityHandle, const idPlane localTextureAxis[2], const idMaterial* material, const int startTime ) = 0; // Removes all decals and overlays from the given entity def. virtual void RemoveDecals( qhandle_t entityHandle ) = 0; //-------------- Scene Rendering ----------------- // some calls to material functions use the current renderview time when servicing cinematics. this function // ensures that any parms accessed (such as time) are properly set. virtual void SetRenderView( const renderView_t* renderView ) = 0; // rendering a scene may actually render multiple subviews for mirrors and portals, and // may render composite textures for gui console screens and light projections // It would also be acceptable to render a scene multiple times, for "rear view mirrors", etc virtual void RenderScene( const renderView_t* renderView ) = 0; //-------------- Portal Area Information ----------------- // returns the number of portals virtual int NumPortals() const = 0; // returns 0 if no portal contacts the bounds // This is used by the game to identify portals that are contained // inside doors, so the connection between areas can be topologically // terminated when the door shuts. virtual qhandle_t FindPortal( const idBounds& b ) const = 0; // doors explicitly close off portals when shut // multiple bits can be set to block multiple things, ie: ( PS_VIEW | PS_LOCATION | PS_AIR ) virtual void SetPortalState( qhandle_t portal, int blockingBits ) = 0; virtual int GetPortalState( qhandle_t portal ) = 0; // returns true only if a chain of portals without the given connection bits set // exists between the two areas (a door doesn't separate them, etc) virtual bool AreasAreConnected( int areaNum1, int areaNum2, portalConnection_t connection ) const = 0; // returns the number of portal areas in a map, so game code can build information // tables for the different areas virtual int NumAreas() const = 0; // Will return -1 if the point is not in an area, otherwise // it will return 0 <= value < NumAreas() virtual int PointInArea( const idVec3& point ) const = 0; // fills the *areas array with the numbers of the areas the bounds cover // returns the total number of areas the bounds cover virtual int BoundsInAreas( const idBounds& bounds, int* areas, int maxAreas ) const = 0; // Used by the sound system to do area flowing virtual int NumPortalsInArea( int areaNum ) = 0; // returns one portal from an area virtual exitPortal_t GetPortal( int areaNum, int portalNum ) = 0; //-------------- Tracing ----------------- // Checks a ray trace against any gui surfaces in an entity, returning the // fraction location of the trace on the gui surface, or -1,-1 if no hit. // This doesn't do any occlusion testing, simply ignoring non-gui surfaces. // start / end are in global world coordinates. virtual guiPoint_t GuiTrace( qhandle_t entityHandle, const idVec3 start, const idVec3 end ) const = 0; // Traces vs the render model, possibly instantiating a dynamic version, and returns true if something was hit virtual bool ModelTrace( modelTrace_t& trace, qhandle_t entityHandle, const idVec3& start, const idVec3& end, const float radius ) const = 0; // Traces vs the whole rendered world. FIXME: we need some kind of material flags. virtual bool Trace( modelTrace_t& trace, const idVec3& start, const idVec3& end, const float radius, bool skipDynamic = true, bool skipPlayer = false ) const = 0; // Traces vs the world model bsp tree. virtual bool FastWorldTrace( modelTrace_t& trace, const idVec3& start, const idVec3& end ) const = 0; //-------------- Demo Control ----------------- // Writes a loadmap command to the demo, and clears archive counters. virtual void StartWritingDemo( idDemoFile* demo ) = 0; virtual void StopWritingDemo() = 0; // Returns true when demoRenderView has been filled in. // adds/updates/frees entityDefs and lightDefs based on the current demo file // and returns the renderView to be used to render this frame. // a demo file may need to be advanced multiple times if the framerate // is less than 30hz // demoTimeOffset will be set if a new map load command was processed before // the next renderScene virtual bool ProcessDemoCommand( idDemoFile* readDemo, renderView_t* demoRenderView, int* demoTimeOffset ) = 0; // this is used to regenerate all interactions ( which is currently only done during influences ), there may be a less // expensive way to do it virtual void RegenerateWorld() = 0; //-------------- Debug Visualization ----------------- // Line drawing for debug visualization virtual void DebugClearLines( int time ) = 0; // a time of 0 will clear all lines and text virtual void DebugLine( const idVec4& color, const idVec3& start, const idVec3& end, const int lifetime = 0, const bool depthTest = false ) = 0; virtual void DebugArrow( const idVec4& color, const idVec3& start, const idVec3& end, int size, const int lifetime = 0 ) = 0; virtual void DebugWinding( const idVec4& color, const idWinding& w, const idVec3& origin, const idMat3& axis, const int lifetime = 0, const bool depthTest = false ) = 0; 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 ) = 0; virtual void DebugSphere( const idVec4& color, const idSphere& sphere, const int lifetime = 0, bool depthTest = false ) = 0; virtual void DebugBounds( const idVec4& color, const idBounds& bounds, const idVec3& org = vec3_origin, const int lifetime = 0 ) = 0; virtual void DebugBox( const idVec4& color, const idBox& box, const int lifetime = 0 ) = 0; virtual void DebugCone( const idVec4& color, const idVec3& apex, const idVec3& dir, float radius1, float radius2, const int lifetime = 0 ) = 0; virtual void DebugAxis( const idVec3& origin, const idMat3& axis ) = 0; // Polygon drawing for debug visualization. virtual void DebugClearPolygons( int time ) = 0; // a time of 0 will clear all polygons virtual void DebugPolygon( const idVec4& color, const idWinding& winding, const int lifeTime = 0, const bool depthTest = false ) = 0; // Text drawing for debug visualization. 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 ) = 0; }; #endif /* !__RENDERWORLD_H__ */