quakequest/Projects/Android/jni/darkplaces/svbsp.h

76 lines
2.8 KiB
C
Raw Normal View History

2019-05-30 05:57:57 +00:00
// Shadow Volume BSP code written by Forest "LordHavoc" Hale on 2003-11-06 and placed into public domain.
// Modified by LordHavoc (to make it work and other nice things like that) on 2007-01-24 and 2007-01-25
#ifndef SVBSP_H
#define SVBSP_H
typedef struct svbsp_node_s
{
// notes:
// leaf nodes are not stored, these are always structural nodes
// (they always have a plane and two children)
// children[] can be -1 for empty leaf or -2 for shadow leaf, >= 0 is node
// parent can be -1 if this is the root node, >= 0 is a node
int parent, children[2], padding;
// node plane, splits space
float plane[4];
}
svbsp_node_t;
typedef struct svbsp_s
{
// lightsource or view origin
float origin[3];
// current number of nodes in the svbsp
int numnodes;
// how big the nodes array is
int maxnodes;
// first node is the root node
svbsp_node_t *nodes;
// non-zero indicates that an insertion failed because of lack of nodes
int ranoutofnodes;
// tree statistics
// note: do not use multithreading when gathering statistics!
// (the code updating these counters is not thread-safe, increments may
// sometimes fail when multithreaded)
int stat_occluders_rejected;
int stat_occluders_accepted;
int stat_occluders_fragments_rejected;
int stat_occluders_fragments_accepted;
int stat_queries_rejected;
int stat_queries_accepted;
int stat_queries_fragments_rejected;
int stat_queries_fragments_accepted;
}
svbsp_t;
// this function initializes a tree to prepare for polygon insertions
//
// the maxnodes needed for a given polygon set can vary wildly, if there are
// not enough maxnodes then later polygons will not be inserted and the field
// svbsp_t->ranoutofnodes will be non-zero
//
// as a rule of thumb the minimum nodes needed for a polygon set is
// numpolygons * (averagepolygonvertices + 1)
void SVBSP_Init(svbsp_t *b, const float *origin, int maxnodes, svbsp_node_t *nodes);
// this function tests if any part of a polygon is not in shadow, and returns
// non-zero if the polygon is not completely shadowed
//
// returns 0 if the polygon was rejected (not facing origin or no points)
// returns 1 if all of the polygon is in shadow
// returns 2 if all of the polygon is unshadowed
// returns 3 if some of the polygon is shadowed and some unshadowed
//
// it also can add a new shadow volume (insertoccluder parameter)
//
// additionally it calls your fragmentcallback on each unshadowed clipped
// part of the polygon
// (beware that polygons often get split heavily, even if entirely unshadowed)
//
// thread-safety notes: do not multi-thread insertions!
int SVBSP_AddPolygon(svbsp_t *b, int numpoints, const float *points, int insertoccluder, void (*fragmentcallback)(void *fragmentcallback_pointer1, int fragmentcallback_number1, svbsp_t *b, int numpoints, const float *points), void *fragmentcallback_pointer1, int fragmentcallback_number1);
#endif