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