1 
2 // Shadow Volume BSP code written by Forest "LordHavoc" Hale on 2003-11-06 and placed into public domain.
3 // Modified by LordHavoc (to make it work and other nice things like that) on 2007-01-24 and 2007-01-25
4 
5 #ifndef SVBSP_H
6 #define SVBSP_H
7 
8 typedef struct svbsp_node_s
9 {
10 	// notes:
11 	// leaf nodes are not stored, these are always structural nodes
12 	// (they always have a plane and two children)
13 	// children[] can be -1 for empty leaf or -2 for shadow leaf, >= 0 is node
14 	// parent can be -1 if this is the root node, >= 0 is a node
15 	int parent, children[2], padding;
16 	// node plane, splits space
17 	double plane[4];
18 }
19 svbsp_node_t;
20 
21 typedef struct svbsp_s
22 {
23 	// lightsource or view origin
24 	double origin[3];
25 	// current number of nodes in the svbsp
26 	int numnodes;
27 	// how big the nodes array is
28 	int maxnodes;
29 	// first node is the root node
30 	svbsp_node_t *nodes;
31 	// non-zero indicates that an insertion failed because of lack of nodes
32 	int ranoutofnodes;
33 	// tree statistics
34 	// note: do not use multithreading when gathering statistics!
35 	// (the code updating these counters is not thread-safe, increments may
36 	//  sometimes fail when multithreaded)
37 	int stat_occluders_rejected;
38 	int stat_occluders_accepted;
39 	int stat_occluders_fragments_rejected;
40 	int stat_occluders_fragments_accepted;
41 	int stat_queries_rejected;
42 	int stat_queries_accepted;
43 	int stat_queries_fragments_rejected;
44 	int stat_queries_fragments_accepted;
45 }
46 svbsp_t;
47 
48 // this function initializes a tree to prepare for polygon insertions
49 //
50 // the maxnodes needed for a given polygon set can vary wildly, if there are
51 // not enough maxnodes then later polygons will not be inserted and the field
52 // svbsp_t->ranoutofnodes will be non-zero
53 //
54 // as a rule of thumb the minimum nodes needed for a polygon set is
55 // numpolygons * (averagepolygonvertices + 1)
56 void SVBSP_Init(svbsp_t *b, const double *origin, int maxnodes, svbsp_node_t *nodes);
57 
58 // this function tests if any part of a polygon is not in shadow, and returns
59 // non-zero if the polygon is not completely shadowed
60 //
61 // returns 0 if the polygon was rejected (not facing origin or no points)
62 // returns 1 if all of the polygon is in shadow
63 // returns 2 if all of the polygon is unshadowed
64 // returns 3 if some of the polygon is shadowed and some unshadowed
65 //
66 // it also can add a new shadow volume (insertoccluder parameter)
67 //
68 // additionally it calls your fragmentcallback on each unshadowed clipped
69 // part of the polygon
70 // (beware that polygons often get split heavily, even if entirely unshadowed)
71 //
72 // thread-safety notes: do not multi-thread insertions!
73 int SVBSP_AddPolygon(svbsp_t *b, int numpoints, const double *points, int insertoccluder, void (*fragmentcallback)(void *fragmentcallback_pointer1, int fragmentcallback_number1, svbsp_t *b, int numpoints, const double *points), void *fragmentcallback_pointer1, int fragmentcallback_number1);
74 
75 #endif
76