etqw-sdk/source/renderer/RenderWorld.h

706 lines
29 KiB
C++

// Copyright (C) 2007 Id Software, Inc.
//
#ifndef __RENDERWORLD_H__
#define __RENDERWORLD_H__
/*
===============================================================================
Render World
===============================================================================
*/
#include "Material.h"
#include "../decllib/declDecal.h"
// shader parms
const int MAX_GLOBAL_SHADER_PARMS = 4; // Rarely used so lowered this from 12
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_MD5_SKINSCALE = 8; // for scaling vertex offsets on md5 models (jack skellington effect)
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; // for _sprite models
const int SHADERPARM_SPRITE_HEIGHT = 9;
const int SHADERPARM_SPRITE_OFFSET = 10;
const int SHADERPARM_FADE_ORIGIN_X = 8;
const int SHADERPARM_FADE_ORIGIN_Y = 9;
const int SHADERPARM_FADE_ORIGIN_Z = 10;
const int SHADERPARM_PARTICLE_STOPTIME = 8; // don't spawn any more particles after this time
// guis
const int MAX_RENDERENTITY_GUI = 3;
// RAVEN BEGIN
// jscott: for effect brightness
const int SHADERPARM_BRIGHTNESS = 6; // for the overall brightness of effects
// RAVEN END
struct srfTriangles_t;
struct renderEntity_t;
struct renderView_s;
class idRenderModel;
class sdDeclAmbientCubeMap;
class idDemoFile;
class sdUserInterface;
typedef bool( *deferredEntityCallback_t )( renderEntity_t*, const renderView_s*, int& lastModifiedGameTime );
const int MAX_SURFACE_BITS = 64;
const unsigned short MIRROR_VIEW_ID = 0xFFFF;
const unsigned short FAST_MIRROR_VIEW_ID = 0xFFFE;
const int WORLD_SPAWN_ID = 0xFFFF0000;
enum sdUpdateBits {
UDB_NONE = 0, // nothing to be updated
UDB_PUSH = BIT(0), // PushPolytopeIntoTree needs to be called again, i.e. the areas this object touches could have changed
UDB_INTERACTIONS = BIT(1), // Recalculate interactions for this object, i.e. the lights this object is affected by could have changed
UDB_DECALS = BIT(2), // Decals on this surface could have changed and need to be recalculated
UDB_CACHEDMODEL = BIT(3), // The model has changed and the old cached version is not useful anymore
UDB_SURFACEMASK = BIT(4), // The surface mask is dirty
UDB_IMPOSTERS = BIT(5), // The imposters changed
};
struct sdInstCommon {
byte color[4];
idVec3 origin;
idMat3 axis;
union {
float dist; // overloaded
float maxVisDist;
};
};
struct sdInstRT {
sdInstCommon inst;
float dist;
};
struct sdInstInfo {
sdInstCommon inst;
float maxVisDist;
float minVisDist;
idVec3 fadeOrigin;
};
struct renderEntity_t {
idRenderModel* hModel; // this can only be null if callback is set
int spawnID;//entityNum;
int mapId;
// 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
unsigned short suppressSurfaceInViewID;
unsigned short suppressShadowInViewID;
// world models for the player and weapons will not cast shadows from view weapon
// muzzle flashes
unsigned short suppressShadowInLightID;
// if non-zero, the surface and shadow (if it casts one)
// will only show up in the specific view, ie: player weapons
unsigned short allowSurfaceInViewID;
// if non-zero, the surface will act as a noSelfShadow in the specified view
unsigned short noSelfShadowInViewID;
unsigned char drawSpec;
unsigned char shadowSpec;
// 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
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, unless jointsAllocated is set
float modelDepthHack; // squash depth range so particle effects don't clip into walls
bool foliageDepthHack;
float sortOffset; // Override material sort form render entity
float coverage; // used when flag overridencoverage is specified
short minGpuSpec;
short numInsts;
sdInstInfo * insts; //
int numVisDummies;
idVec3 *dummies;
int numAreas;
int * areas;
struct renderEntityFlags_t {
// options to override surface shader flags (replace with material parameters?)
bool noSelfShadow : 1; // cast shadows onto other objects,but not self
bool noShadow : 1; // no shadow at all
bool noDynamicInteractions : 1; // 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 noHardwareSkinning : 1;
bool weaponDepthHack : 1; // squash depth range so view weapons don't poke into walls
// this automatically implies noShadow
bool forceUpdate : 1; // force an update (NOTE: not a bool to keep this struct a multiple of 4 bytes)
bool pushIntoConnectedOutsideAreas : 1; // forces the entityDef to be pushed in all connected outside areas
bool pushIntoOutsideAreas : 1; // forces the entityDef to be pushed in all connected outside areas
bool forceImposter : 1; // Never render the actual entity always the imposter
bool useFadeOrigin : 1; // Use an offset stored in the shaderparms for imposter fade calculations
bool pushByOrigin : 1; // Use origin in push
bool pushByCenter : 1; // Use center of bounds in push
bool pushByInstances : 1; // Use center of bounds in push
bool overridenBounds : 1;
bool overridenCoverage : 1;
bool occlusionTest : 1;
bool foliageDepthHack : 1;
bool dontCastFromAtmosLight : 1;
bool usePointTestForAmbientCubeMaps : 1;
bool disableLODs : 1;
bool jointsAllocated : 1;
};
float weaponDepthHackFOV_x;
float weaponDepthHackFOV_y;
renderEntityFlags_t flags;
float shadowVisDistMult; // max distance this entity will be drawn at
int maxVisDist; // max distance this entity will be drawn at
int minVisDist; // min distance this entity will be drawn at
float visDistFalloff; // fraction of range spent fading in
sdBitField< MAX_SURFACE_BITS - 1 > hideSurfaceMask; // mask to hide surfaces within a model
const sdDeclImposter* imposter; // Imposter to use for entity (screen space based unless forceImposter is on)
const sdDeclAmbientCubeMap* ambientCubeMap; // Override the ambient cubemap for this model (instead of the one specified by the area)
int ApplyChanges( const renderEntity_t &other ); // Returns sdUpdateBits mask
};
const int MAX_LIGHT_AREAS = 8;
const int MAX_PRELIGHTS = 5;
struct renderLight_t {
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
unsigned short 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
unsigned short allowLightInViewID;
int mapId;
struct renderLightFlags_t {
bool noShadows : 1; // (should we replace this with material parameters on the shader?)
bool noSpecular : 1; // (should we replace this with material parameters on the shader?)
bool pointLight : 1; // otherwise a projection light (should probably invert the sense of this, because points are way more common)
bool parallel : 1; // lightCenter gives the direction to the light at infinity
bool atmosphereLight : 1; // special case atmosphere light, used for terrain lighting
bool insideLight : 1;
};
renderLightFlags_t flags;
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 volumes named _prelight_<lightName>
// 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
int numPrelightModels;
idRenderModel * prelightModels[ MAX_PRELIGHTS ];
// muzzle flash lights will not cast shadows from player and weapon world models
int lightId;
int maxVisDist;
unsigned int minSpecShadowColor;
const idMaterial * material; // 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
int manualPriority; // if nonzero this light may be added to the manual lights list preferring higher priority ones
// if there are too many lights ( which means it will affect particles etc...)
int drawSpec;
int shadowSpec;
// light polytope doesn't get pushed down the tree, instead, only add to the specified areas
int numAreas;
int areas[ MAX_LIGHT_AREAS ];
struct atmosLightProjection_t *atmosLightProjection;
int ApplyChanges( const renderLight_t &other ); // Returns sdUpdateBits mask
};
// RAVEN BEGIN
// jscott: for handling of effects
typedef struct renderEffect_s {
const rvDeclEffect* declEffect;
unsigned short suppressSurfaceInViewID;
unsigned short allowSurfaceInViewID;
unsigned short suppressLightsInViewID;
int groupID;
idVec3 origin;
idMat3 axis;
idVec3 gravity;
idVec3 endOrigin;
idVec3 windVector;
idVec3 materialColor;
float attenuation;
bool hasEndOrigin;
bool loop; // effect is looping
bool useRenderBounds;
bool isStatic;
// bool ambient; // effect is from an entity
unsigned short weaponDepthHackInViewID; // squash depth range so view weapons don't poke into walls
float weaponDepthHackFOV_x;
float weaponDepthHackFOV_y;
float modelDepthHack;
bool foliageDepthHack;
float distanceOffset;
float maxVisDist;
// THIS MUST BE THE LAST PARAMETER
float shaderParms[ MAX_ENTITY_SHADER_PARMS ]; // can be used in any way by shader or model generation
int ApplyChanges( const struct renderEffect_s &other ); // Returns sdUpdateBits mask
} renderEffect_t;
// RAVEN END
struct occlusionTest_t {
idMat3 axis;
idVec3 origin;
idBounds bb;
int view;
};
struct cheapDecalParameters_t {
idVec3 origin;
idVec3 normal;
int jointIdx;
const sdDeclDecal* decl;
};
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
unsigned short viewID;
// sized from 0 to SCREEN_WIDTH / SCREEN_HEIGHT (640/480), not actual resolution
int x, y, width, height;
float fov_x, fov_y; // perspective
float size_x, size_y; // orthographic
idVec3 vieworg;
idMat3 viewaxis; // transformation matrix, view looks down the positive X axis
idMat3 lastViewAxis; // transformation matrix, view looks down the positive X axis
idVec3 lastViewOrg;
// time in milliseconds for shader effects and other time dependent rendering issues
int time;
float shaderParms[MAX_GLOBAL_SHADER_PARMS]; // can be used in any way by shader
const idMaterial* globalMaterial; // used to override everything draw
const idDeclSkin* globalSkin; // apply this skin to everything
idVec4 clearColor;
float foliageDepthHack;
float nearPlane;
float farPlane;
int forceClear;
struct renderViewFlags_t {
bool cramZNear : 1; // for cinematics, we want to set ZNear much lower
bool forceUpdate : 1; // for an update
bool forceViewIDOnly : 1; // only render entities with a matching viewID
bool forceDefsVisible : 1;
};
renderViewFlags_t flags;
} 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]
idPlane plane;
idVec3 center;
int blockingBits; // PS_BLOCK_VIEW, PS_BLOCK_AIR, etc
qhandle_t portalHandle;
int portalFlags;
} exitPortal_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
idVec2 st; // texture coordinate
const idMaterial * material; // material of hit surface
const sdDeclSurfaceType * surfaceType;
const srfTriangles_t * geometry;
idVec3 surfaceColor;
const renderEntity_t * entity; // render entity that was hit
const class idRenderEntity * def;
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;
// RAVEN BEGIN
// jscott: effect handling in the renderer
class rvRenderEffect {
public:
virtual ~rvRenderEffect( void ) {}
virtual void FreeRenderEffect( void ) = 0;
virtual void UpdateRenderEffect( const renderEffect_t *def, bool forceUpdate = false ) = 0;
virtual void ForceUpdate( void ) = 0;
virtual int GetIndex( void ) = 0;
};
// RAVEN END
class sdOcclusionTest {
public:
virtual ~sdOcclusionTest( void ) {}
virtual void FreeOcclusionTest( void ) = 0;
virtual void UpdateOcclusionTest( const occlusionTest_t *def ) = 0;
};
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;
virtual void LinkCullSectorsToArea( int area ) = 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 renderEntity_t *GetRenderEntity( qhandle_t entityHandle ) = 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;
// RAVEN BEGIN
// jscott: handling of effects
virtual qhandle_t AddEffectDef( const renderEffect_t *reffect, int time ) = 0;
virtual bool UpdateEffectDef( qhandle_t effectHandle, const renderEffect_t *reffect, int time ) = 0;
virtual void StopEffectDef( qhandle_t effectHandle ) = 0;
virtual void RestartEffectDef( qhandle_t effectHandle ) = 0;
virtual void FreeEffectDef( qhandle_t effectHandle ) = 0;
virtual void FreeStoppedEffectDefs( void ) = 0;
// RAVEN END
// Game side occlusion tests
virtual qhandle_t AddOcclusionTestDef( const occlusionTest_t *occtest ) = 0;
virtual void UpdateOcclusionTestDef( qhandle_t occtestHandle, const occlusionTest_t *occtest ) = 0;
virtual void UpdateOcclusionTestDefViewID( qhandle_t occtestHandle, int viewID ) = 0;
virtual bool IsVisibleOcclusionTestDef( qhandle_t occtestHandle ) = 0;
virtual void FreeOcclusionTestDef( qhandle_t occtestHandle ) = 0;
virtual int CountVisibleOcclusionTestDef( qhandle_t occtestHandle ) = 0;
virtual bool IsVisibleEntity( int viewID, int occid ) = 0;
virtual void UpdateOcclusionTests( void ) = 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;
virtual idRenderModel* GetEntityHandleDynamicModel( qhandle_t entityHandle ) = 0;
//-------------- Decals and Overlays -----------------
virtual idRenderModel* CreateDecalModel() = 0;
virtual void AddToProjectedDecal( const idFixedWinding& winding, const idVec3 &projectionOrigin, const bool parallel, const idVec4& color, idRenderModel* model, int entityNum, const idMaterial** onlyMaterials = NULL, const int numOnlyMaterials = 1 ) = 0;
virtual void ResetDecalModel( idRenderModel* model ) = 0;
virtual void FinishDecal( idRenderModel* model ) = 0;
// 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.
// Arnout: FIXME as soon as there is a nicer way to get the current game time in the engine, stop passing in currentTime
virtual void ProjectDecalOntoWorld( const idFixedWinding &winding, const idVec3 &projectionOrigin, const bool parallel, const float fadeDepth, const idMaterial *material, const int startTime, const int currentTime ) = 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, const int currentTime ) = 0;
// Creates overlays on dynamic models.
virtual void ProjectOverlay( qhandle_t entityHandle, const idPlane localTextureAxis[2], const idMaterial *material ) = 0;
// Removes all decals and overlays from the given entity def.
virtual void RemoveDecals( qhandle_t entityHandle ) = 0;
virtual void AddCheapDecal( qhandle_t entityHandle, const cheapDecalParameters_t &params, float time ) = 0;
virtual void ClearDecals( void ) = 0;
//-------------- Env Bounds -----------------
virtual void AddEnvBounds( idVec3 const &origin, idVec3 const &scale, const char *cubemap ) = 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;
virtual void PerformRenderScene( const renderView_t *renderView ) = 0;
//-------------- Portal Area Information -----------------
// returns the number of portals
virtual int NumPortals( void ) 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;
virtual void UpdatePortalOccTestView( int viewID ) = 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 ) = 0;
virtual bool AreasAreConnected( int areaNum1, int areaNum2, portalFlags_t flag ) = 0;
virtual bool AreasAreConnected( int areaNum1, int areaNum2 ) = 0;
// returns the number of portal areas in a map, so game code can build information
// tables for the different areas
virtual int NumAreas( void ) 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;
// set portal flags on areas directly; primarely for editor reasons
virtual void SetAreaPortalFlags( int areaNum, int flags ) = 0;
virtual int GetAreaPortalFlags( int areaNum ) const = 0;
// set the ambient lighting & atmosphere to use for this area
virtual void SetAreaAmbientCubeMap( int areaNum, const sdDeclAmbientCubeMap *cubeMapDecl ) = 0;
virtual const sdDeclAmbientCubeMap *GetAreaAmbientCubeMap( int areaNum ) = 0;
virtual void SetCubemapSunProperties( const sdDeclAmbientCubeMap *cubeMapDecl, const idVec3 &sunDir, const idVec3 &sunColor ) = 0;
//-------------- Tracing -----------------
// 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, int surfCollision = SURF_COLLISION ) 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 ) 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, bool depthTest = false ) = 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, const bool depthTest = false ) = 0;
virtual void DebugBounds( const idVec4 &color, const idBounds &bounds, const idVec3 &org = vec3_origin, const idMat3& axes = mat3_identity, const int lifetime = 0 ) = 0;
virtual void DebugBox( const idVec4 &color, const idBox &box, const int lifetime = 0 ) = 0;
virtual void DebugFrustum( const idVec4 &color, const idFrustum &frustum, const bool showFromOrigin = false, 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, int lifetime = 0 ) = 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, idImage* image = NULL ) = 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) = 0;
// Atmosphere / Ambient Systems.
virtual void SetAtmosphere( const sdDeclAtmosphere* atmosphere ) = 0;
virtual const sdDeclAtmosphere* GetAtmosphere() const = 0;
virtual void SetupMatrices( const renderView_t* renderView, float* projectionMatrix, float* modelViewMatrix, const bool allowJitter ) = 0;
virtual void SetMegaTextureSTGrid( const idBounds& bounds, const idVec2* grid, int width, int height ) = 0;
virtual struct atmosLightProjection_t *FindAtmosLightProjection( int lightID ) = 0;
};
/*
============
sdUserInterface
============
*/
class sdUserInterface {
public:
virtual ~sdUserInterface( void ) {}
virtual void Draw( void ) = 0;
virtual void Activate( void ) = 0;
virtual void OnInputInit( void ) = 0;
virtual void OnInputShutdown( void ) = 0;
};
#endif /* !__RENDERWORLD_H__ */