doom3quest/Projects/Android/jni/d3es-multithread-master/neo/renderer/Interaction.h
Simon b2b8f43c9d Initial Commit
Builds, runs, no stereo or much else is working, menus work ok though
2020-09-08 23:10:45 +01:00

192 lines
6.7 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 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 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 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 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 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __INTERACTION_H__
#define __INTERACTION_H__
#include "idlib/bv/Frustum.h"
#include "renderer/Model.h"
#include "renderer/tr_local.h"
/*
===============================================================================
Interaction between entityDef surfaces and a lightDef.
Interactions with no lightTris and no shadowTris are still
valid, because they show that a given entityDef / lightDef
do not interact, even though they share one or more areas.
===============================================================================
*/
#define LIGHT_TRIS_DEFERRED ((srfTriangles_t *)-1)
#define LIGHT_CULL_ALL_FRONT ((byte *)-1)
#define LIGHT_CLIP_EPSILON 0.1f
typedef struct {
// For each triangle a byte set to 1 if facing the light origin.
byte * facing;
// For each vertex a byte with the bits [0-5] set if the
// vertex is at the back side of the corresponding clip plane.
// If the 'cullBits' pointer equals LIGHT_CULL_ALL_FRONT all
// vertices are at the front of all the clip planes.
byte * cullBits;
// Clip planes in surface space used to calculate the cull bits.
idPlane localClipPlanes[6];
} srfCullInfo_t;
typedef struct {
// if lightTris == LIGHT_TRIS_DEFERRED, then the calculation of the
// lightTris has been deferred, and must be done if ambientTris is visible
srfTriangles_t * lightTris;
// shadow volume triangle surface
srfTriangles_t * shadowTris;
// so we can check ambientViewCount before adding lightTris, and get
// at the shared vertex and possibly shadowVertex caches
srfTriangles_t * ambientTris;
const idMaterial * shader;
int expCulled; // only for the experimental shadow buffer renderer
srfCullInfo_t cullInfo;
} surfaceInteraction_t;
typedef struct areaNumRef_s {
struct areaNumRef_s * next;
int areaNum;
} areaNumRef_t;
class idRenderEntityLocal;
class idRenderLightLocal;
class idInteraction {
public:
// this may be 0 if the light and entity do not actually intersect
// -1 = an untested interaction
int numSurfaces;
// if there is a whole-entity optimized shadow hull, it will
// be present as a surfaceInteraction_t with a NULL ambientTris, but
// possibly having a shader to specify the shadow sorting order
surfaceInteraction_t * surfaces;
// get space from here, if NULL, it is a pre-generated shadow volume from dmap
idRenderEntityLocal * entityDef;
idRenderLightLocal * lightDef;
idInteraction * lightNext; // for lightDef chains
idInteraction * lightPrev;
idInteraction * entityNext; // for entityDef chains
idInteraction * entityPrev;
public:
idInteraction( void );
// because these are generated and freed each game tic for active elements all
// over the world, we use a custom pool allocater to avoid memory allocation overhead
// and fragmentation
static idInteraction * AllocAndLink( idRenderEntityLocal *edef, idRenderLightLocal *ldef );
// unlinks from the entity and light, frees all surfaceInteractions,
// and puts it back on the free list
void UnlinkAndFree( void );
// free the interaction surfaces
void FreeSurfaces( void );
// makes the interaction empty for when the light and entity do not actually intersect
// all empty interactions are linked at the end of the light's and entity's interaction list
void MakeEmpty( void );
// returns true if the interaction is empty
bool IsEmpty( void ) const {
return ( numSurfaces == 0 );
}
// returns true if the interaction is not yet completely created
bool IsDeferred( void ) const {
return ( numSurfaces == -1 );
}
// returns true if the interaction has shadows
bool HasShadows( void ) const;
// counts up the memory used by all the surfaceInteractions, which
// will be used to determine when we need to start purging old interactions
int MemoryUsed( void );
// makes sure all necessary light surfaces and shadow surfaces are created, and
// calls R_LinkLightSurf() for each one
void AddActiveInteraction( void );
private:
enum {
FRUSTUM_UNINITIALIZED,
FRUSTUM_INVALID,
FRUSTUM_VALID,
FRUSTUM_VALIDAREAS,
} frustumState;
idFrustum frustum; // frustum which contains the interaction
areaNumRef_t * frustumAreas; // numbers of the areas the frustum touches
int dynamicModelFrameCount; // so we can tell if a callback model animated
private:
// actually create the interaction
void CreateInteraction( const idRenderModel *model );
// unlink from entity and light lists
void Unlink( void );
// try to determine if the entire interaction, including shadows, is guaranteed
// to be outside the view frustum
bool CullInteractionByViewFrustum( const idFrustum &viewFrustum );
// determine the minimum scissor rect that will include the interaction shadows
// projected to the bounds of the light
idScreenRect CalcInteractionScissorRectangle( const idFrustum &viewFrustum );
};
void R_CalcInteractionFacing( const idRenderEntityLocal *ent, const srfTriangles_t *tri, const idRenderLightLocal *light, srfCullInfo_t &cullInfo );
void R_CalcInteractionCullBits( const idRenderEntityLocal *ent, const srfTriangles_t *tri, const idRenderLightLocal *light, srfCullInfo_t &cullInfo );
void R_FreeInteractionCullInfo( srfCullInfo_t &cullInfo );
void R_ShowInteractionMemory_f( const idCmdArgs &args );
#endif /* !__INTERACTION_H__ */