1 /* 2 =========================================================================== 3 4 Doom 3 GPL Source Code 5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 7 This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 9 Doom 3 Source Code is free software: you can redistribute it and/or modify 10 it under the terms of the GNU General Public License as published by 11 the Free Software Foundation, either version 3 of the License, or 12 (at your option) any later version. 13 14 Doom 3 Source Code is distributed in the hope that it will be useful, 15 but WITHOUT ANY WARRANTY; without even the implied warranty of 16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 GNU General Public License for more details. 18 19 You should have received a copy of the GNU General Public License 20 along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>. 21 22 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. 23 24 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. 25 26 =========================================================================== 27 */ 28 29 #ifndef __INTERACTION_H__ 30 #define __INTERACTION_H__ 31 32 #include "idlib/bv/Frustum.h" 33 #include "renderer/Model.h" 34 #include "renderer/tr_local.h" 35 36 /* 37 =============================================================================== 38 39 Interaction between entityDef surfaces and a lightDef. 40 41 Interactions with no lightTris and no shadowTris are still 42 valid, because they show that a given entityDef / lightDef 43 do not interact, even though they share one or more areas. 44 45 =============================================================================== 46 */ 47 48 #define LIGHT_TRIS_DEFERRED ((srfTriangles_t *)-1) 49 #define LIGHT_CULL_ALL_FRONT ((byte *)-1) 50 #define LIGHT_CLIP_EPSILON 0.1f 51 52 53 typedef struct { 54 // For each triangle a byte set to 1 if facing the light origin. 55 byte * facing; 56 57 // For each vertex a byte with the bits [0-5] set if the 58 // vertex is at the back side of the corresponding clip plane. 59 // If the 'cullBits' pointer equals LIGHT_CULL_ALL_FRONT all 60 // vertices are at the front of all the clip planes. 61 byte * cullBits; 62 63 // Clip planes in surface space used to calculate the cull bits. 64 idPlane localClipPlanes[6]; 65 } srfCullInfo_t; 66 67 68 typedef struct { 69 // if lightTris == LIGHT_TRIS_DEFERRED, then the calculation of the 70 // lightTris has been deferred, and must be done if ambientTris is visible 71 srfTriangles_t * lightTris; 72 73 // shadow volume triangle surface 74 srfTriangles_t * shadowTris; 75 76 // so we can check ambientViewCount before adding lightTris, and get 77 // at the shared vertex and possibly shadowVertex caches 78 srfTriangles_t * ambientTris; 79 80 const idMaterial * shader; 81 82 int expCulled; // only for the experimental shadow buffer renderer 83 84 srfCullInfo_t cullInfo; 85 } surfaceInteraction_t; 86 87 88 typedef struct areaNumRef_s { 89 struct areaNumRef_s * next; 90 int areaNum; 91 } areaNumRef_t; 92 93 94 class idRenderEntityLocal; 95 class idRenderLightLocal; 96 97 class idInteraction { 98 public: 99 // this may be 0 if the light and entity do not actually intersect 100 // -1 = an untested interaction 101 int numSurfaces; 102 103 // if there is a whole-entity optimized shadow hull, it will 104 // be present as a surfaceInteraction_t with a NULL ambientTris, but 105 // possibly having a shader to specify the shadow sorting order 106 surfaceInteraction_t * surfaces; 107 108 // get space from here, if NULL, it is a pre-generated shadow volume from dmap 109 idRenderEntityLocal * entityDef; 110 idRenderLightLocal * lightDef; 111 112 idInteraction * lightNext; // for lightDef chains 113 idInteraction * lightPrev; 114 idInteraction * entityNext; // for entityDef chains 115 idInteraction * entityPrev; 116 117 public: 118 idInteraction( void ); 119 120 // because these are generated and freed each game tic for active elements all 121 // over the world, we use a custom pool allocater to avoid memory allocation overhead 122 // and fragmentation 123 static idInteraction * AllocAndLink( idRenderEntityLocal *edef, idRenderLightLocal *ldef ); 124 125 // unlinks from the entity and light, frees all surfaceInteractions, 126 // and puts it back on the free list 127 void UnlinkAndFree( void ); 128 129 // free the interaction surfaces 130 void FreeSurfaces( void ); 131 132 // makes the interaction empty for when the light and entity do not actually intersect 133 // all empty interactions are linked at the end of the light's and entity's interaction list 134 void MakeEmpty( void ); 135 136 // returns true if the interaction is empty IsEmpty(void)137 bool IsEmpty( void ) const { return ( numSurfaces == 0 ); } 138 139 // returns true if the interaction is not yet completely created IsDeferred(void)140 bool IsDeferred( void ) const { return ( numSurfaces == -1 ); } 141 142 // returns true if the interaction has shadows 143 bool HasShadows( void ) const; 144 145 // counts up the memory used by all the surfaceInteractions, which 146 // will be used to determine when we need to start purging old interactions 147 int MemoryUsed( void ); 148 149 // makes sure all necessary light surfaces and shadow surfaces are created, and 150 // calls R_LinkLightSurf() for each one 151 void AddActiveInteraction( void ); 152 153 private: 154 enum { 155 FRUSTUM_UNINITIALIZED, 156 FRUSTUM_INVALID, 157 FRUSTUM_VALID, 158 FRUSTUM_VALIDAREAS, 159 } frustumState; 160 idFrustum frustum; // frustum which contains the interaction 161 areaNumRef_t * frustumAreas; // numbers of the areas the frustum touches 162 163 int dynamicModelFrameCount; // so we can tell if a callback model animated 164 165 private: 166 // actually create the interaction 167 void CreateInteraction( const idRenderModel *model ); 168 169 // unlink from entity and light lists 170 void Unlink( void ); 171 172 // try to determine if the entire interaction, including shadows, is guaranteed 173 // to be outside the view frustum 174 bool CullInteractionByViewFrustum( const idFrustum &viewFrustum ); 175 176 // determine the minimum scissor rect that will include the interaction shadows 177 // projected to the bounds of the light 178 idScreenRect CalcInteractionScissorRectangle( const idFrustum &viewFrustum ); 179 }; 180 181 182 void R_CalcInteractionFacing( const idRenderEntityLocal *ent, const srfTriangles_t *tri, const idRenderLightLocal *light, srfCullInfo_t &cullInfo ); 183 void R_CalcInteractionCullBits( const idRenderEntityLocal *ent, const srfTriangles_t *tri, const idRenderLightLocal *light, srfCullInfo_t &cullInfo ); 184 void R_FreeInteractionCullInfo( srfCullInfo_t &cullInfo ); 185 186 void R_ShowInteractionMemory_f( const idCmdArgs &args ); 187 188 #endif /* !__INTERACTION_H__ */ 189