2 ===========================================================================
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
7 This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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.
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.
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/>.
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.
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.
26 ===========================================================================
29 #ifndef __RENDERWORLD_H__
30 #define __RENDERWORLD_H__
33 ===============================================================================
37 ===============================================================================
40 #define PROC_FILE_EXT "proc"
41 #define PROC_FILE_ID "mapProcFile003"
44 const int MAX_GLOBAL_SHADER_PARMS = 12;
46 const int SHADERPARM_RED = 0;
47 const int SHADERPARM_GREEN = 1;
48 const int SHADERPARM_BLUE = 2;
49 const int SHADERPARM_ALPHA = 3;
50 const int SHADERPARM_TIMESCALE = 3;
51 const int SHADERPARM_TIMEOFFSET = 4;
52 const int SHADERPARM_DIVERSITY = 5; // random between 0.0 and 1.0 for some effects (muzzle flashes, etc)
53 const int SHADERPARM_MODE = 7; // for selecting which shader passes to enable
54 const int SHADERPARM_TIME_OF_DEATH = 7; // for the monster skin-burn-away effect enable and time offset
57 const int SHADERPARM_MD5_SKINSCALE = 8; // for scaling vertex offsets on md5 models (jack skellington effect)
59 const int SHADERPARM_MD3_FRAME = 8;
60 const int SHADERPARM_MD3_LASTFRAME = 9;
61 const int SHADERPARM_MD3_BACKLERP = 10;
63 const int SHADERPARM_BEAM_END_X = 8; // for _beam models
64 const int SHADERPARM_BEAM_END_Y = 9;
65 const int SHADERPARM_BEAM_END_Z = 10;
66 const int SHADERPARM_BEAM_WIDTH = 11;
68 const int SHADERPARM_SPRITE_WIDTH = 8;
69 const int SHADERPARM_SPRITE_HEIGHT = 9;
71 const int SHADERPARM_PARTICLE_STOPTIME = 8; // don't spawn any more particles after this time
74 const int MAX_RENDERENTITY_GUI = 3;
77 typedef bool(*deferredEntityCallback_t)( renderEntity_s *, const renderView_s * );
80 typedef struct renderEntity_s {
81 idRenderModel * hModel; // this can only be null if callback is set
86 // Entities that are expensive to generate, like skeletal models, can be
87 // deferred until their bounds are found to be in view, in the frustum
88 // of a shadowing light that is in view, or contacted by a trace / overlay test.
89 // This is also used to do visual cueing on items in the view
90 // The renderView may be NULL if the callback is being issued for a non-view related
92 // The callback function should clear renderEntity->callback if it doesn't
93 // want to be called again next time the entity is referenced (ie, if the
94 // callback has now made the entity valid until the next updateEntity)
95 idBounds bounds; // only needs to be set for deferred models and md5s
96 deferredEntityCallback_t callback;
98 void * callbackData; // used for whatever the callback wants
100 // player bodies and possibly player shadows should be suppressed in views from
101 // that player's eyes, but will show up in mirrors and other subviews
102 // security cameras could suppress their model in their subviews if we add a way
103 // of specifying a view number for a remoteRenderMap view
104 int suppressSurfaceInViewID;
105 int suppressShadowInViewID;
107 // world models for the player and weapons will not cast shadows from view weapon
109 int suppressShadowInLightID;
111 // if non-zero, the surface and shadow (if it casts one)
112 // will only show up in the specific view, ie: player weapons
113 int allowSurfaceInViewID;
116 // axis rotation vectors must be unit length for many
117 // R_LocalToGlobal functions to work, so don't scale models!
118 // axis vectors are [0] = forward, [1] = left, [2] = up
123 const idMaterial * customShader; // if non-0, all surfaces will use this
124 const idMaterial * referenceShader; // used so flares can reference the proper light shader
125 const idDeclSkin * customSkin; // 0 for no remappings
126 class idSoundEmitter * referenceSound; // for shader sound tables, allowing effects to vary with sounds
127 float shaderParms[ MAX_ENTITY_SHADER_PARMS ]; // can be used in any way by shader or model generation
129 // networking: see WriteGUIToSnapshot / ReadGUIFromSnapshot
130 class idUserInterface * gui[ MAX_RENDERENTITY_GUI ];
132 struct renderView_s * remoteRenderView; // any remote camera surfaces will use this
135 idJointMat * joints; // array of joints that will modify vertices.
136 // NULL if non-deformable model. NOT freed by renderer
138 float modelDepthHack; // squash depth range so particle effects don't clip into walls
140 // options to override surface shader flags (replace with material parameters?)
141 bool noSelfShadow; // cast shadows onto other objects,but not self
142 bool noShadow; // no shadow at all
144 bool noDynamicInteractions; // don't create any light / shadow interactions after
145 // the level load is completed. This is a performance hack
146 // for the gigantic outdoor meshes in the monorail map, so
147 // all the lights in the moving monorail don't touch the meshes
149 bool weaponDepthHack; // squash depth range so view weapons don't poke into walls
150 // this automatically implies noShadow
151 int forceUpdate; // force an update (NOTE: not a bool to keep this struct a multiple of 4 bytes)
157 typedef struct renderLight_s {
158 idMat3 axis; // rotation vectors, must be unit length
161 // if non-zero, the light will not show up in the specific view,
162 // which may be used if we want to have slightly different muzzle
163 // flash lights for the player and other views
164 int suppressLightInViewID;
166 // if non-zero, the light will only show up in the specific view
167 // which can allow player gun gui lights and such to not effect everyone
168 int allowLightInViewID;
170 // I am sticking the four bools together so there are no unused gaps in
171 // the padded structure, which could confuse the memcmp that checks for redundant
173 bool noShadows; // (should we replace this with material parameters on the shader?)
174 bool noSpecular; // (should we replace this with material parameters on the shader?)
176 bool pointLight; // otherwise a projection light (should probably invert the sense of this, because points are way more common)
177 bool parallel; // lightCenter gives the direction to the light at infinity
178 idVec3 lightRadius; // xyz radius for point lights
179 idVec3 lightCenter; // offset the lighting direction for shading and
180 // shadows, relative to origin
182 // frustum definition for projected lights, all reletive to origin
183 // FIXME: we should probably have real plane equations here, and offer
184 // a helper function for conversion from this format
191 // Dmap will generate an optimized shadow volume named _prelight_<lightName>
192 // for the light against all the _area* models in the map. The renderer will
193 // ignore this value if the light has been moved after initial creation
194 idRenderModel * prelightModel;
196 // muzzle flash lights will not cast shadows from player and weapon world models
200 const idMaterial * shader; // NULL = either lights/defaultPointLight or lights/defaultProjectedLight
201 float shaderParms[MAX_ENTITY_SHADER_PARMS]; // can be used in any way by shader
202 idSoundEmitter * referenceSound; // for shader sound tables, allowing effects to vary with sounds
206 typedef struct renderView_s {
207 // player views will set this to a non-zero integer for model suppress / allow
208 // subviews (mirrors, cameras, etc) will always clear it to zero
211 // sized from 0 to SCREEN_WIDTH / SCREEN_HEIGHT (640/480), not actual resolution
212 int x, y, width, height;
216 idMat3 viewaxis; // transformation matrix, view looks down the positive X axis
218 bool cramZNear; // for cinematics, we want to set ZNear much lower
219 bool forceUpdate; // for an update
221 // time in milliseconds for shader effects and other time dependent rendering issues
223 float shaderParms[MAX_GLOBAL_SHADER_PARMS]; // can be used in any way by shader
224 const idMaterial *globalMaterial; // used to override everything draw
228 // exitPortal_t is returned by idRenderWorld::GetPortal()
230 int areas[2]; // areas connected by this portal
231 const idWinding * w; // winding points have counter clockwise ordering seen from areas[0]
232 int blockingBits; // PS_BLOCK_VIEW, PS_BLOCK_AIR, etc
233 qhandle_t portalHandle;
237 // guiPoint_t is returned by idRenderWorld::GuiTrace()
239 float x, y; // 0.0 to 1.0 range if trace hit a gui, otherwise -1
240 int guiId; // id of gui ( 0, 1, or 2 ) that the trace happened against
244 // modelTrace_t is for tracing vs. visual geometry
245 typedef struct modelTrace_s {
246 float fraction; // fraction of trace completed
247 idVec3 point; // end point of trace in global space
248 idVec3 normal; // hit triangle normal vector in global space
249 const idMaterial * material; // material of hit surface
250 const renderEntity_t * entity; // render entity that was hit
251 int jointNumber; // md5 joint nearest to the hit triangle
255 static const int NUM_PORTAL_ATTRIBUTES = 3;
261 PS_BLOCK_LOCATION = 2, // game map location strings often stop in hallways
262 PS_BLOCK_AIR = 4, // windows between pressurized and unpresurized areas
264 PS_BLOCK_ALL = (1<<NUM_PORTAL_ATTRIBUTES)-1
265 } portalConnection_t;
268 class idRenderWorld {
270 virtual ~idRenderWorld() {};
272 // The same render world can be reinitialized as often as desired
273 // a NULL or empty mapName will create an empty, single area world
274 virtual bool InitFromMap( const char *mapName ) = 0;
276 //-------------- Entity and Light Defs -----------------
278 // entityDefs and lightDefs are added to a given world to determine
279 // what will be drawn for a rendered scene. Most update work is defered
280 // until it is determined that it is actually needed for a given view.
281 virtual qhandle_t AddEntityDef( const renderEntity_t *re ) = 0;
282 virtual void UpdateEntityDef( qhandle_t entityHandle, const renderEntity_t *re ) = 0;
283 virtual void FreeEntityDef( qhandle_t entityHandle ) = 0;
284 virtual const renderEntity_t *GetRenderEntity( qhandle_t entityHandle ) const = 0;
286 virtual qhandle_t AddLightDef( const renderLight_t *rlight ) = 0;
287 virtual void UpdateLightDef( qhandle_t lightHandle, const renderLight_t *rlight ) = 0;
288 virtual void FreeLightDef( qhandle_t lightHandle ) = 0;
289 virtual const renderLight_t *GetRenderLight( qhandle_t lightHandle ) const = 0;
291 // Force the generation of all light / surface interactions at the start of a level
292 // If this isn't called, they will all be dynamically generated
293 virtual void GenerateAllInteractions() = 0;
295 // returns true if this area model needs portal sky to draw
296 virtual bool CheckAreaForPortalSky( int areaNum ) = 0;
298 //-------------- Decals and Overlays -----------------
300 // Creates decals on all world surfaces that the winding projects onto.
301 // The projection origin should be infront of the winding plane.
302 // The decals are projected onto world geometry between the winding plane and the projection origin.
303 // The decals are depth faded from the winding plane to a certain distance infront of the
304 // winding plane and the same distance from the projection origin towards the winding.
305 virtual void ProjectDecalOntoWorld( const idFixedWinding &winding, const idVec3 &projectionOrigin, const bool parallel, const float fadeDepth, const idMaterial *material, const int startTime ) = 0;
307 // Creates decals on static models.
308 virtual void ProjectDecal( qhandle_t entityHandle, const idFixedWinding &winding, const idVec3 &projectionOrigin, const bool parallel, const float fadeDepth, const idMaterial *material, const int startTime ) = 0;
310 // Creates overlays on dynamic models.
311 virtual void ProjectOverlay( qhandle_t entityHandle, const idPlane localTextureAxis[2], const idMaterial *material ) = 0;
313 // Removes all decals and overlays from the given entity def.
314 virtual void RemoveDecals( qhandle_t entityHandle ) = 0;
316 //-------------- Scene Rendering -----------------
318 // some calls to material functions use the current renderview time when servicing cinematics. this function
319 // ensures that any parms accessed (such as time) are properly set.
320 virtual void SetRenderView( const renderView_t *renderView ) = 0;
322 // rendering a scene may actually render multiple subviews for mirrors and portals, and
323 // may render composite textures for gui console screens and light projections
324 // It would also be acceptable to render a scene multiple times, for "rear view mirrors", etc
325 virtual void RenderScene( const renderView_t *renderView ) = 0;
327 //-------------- Portal Area Information -----------------
329 // returns the number of portals
330 virtual int NumPortals( void ) const = 0;
332 // returns 0 if no portal contacts the bounds
333 // This is used by the game to identify portals that are contained
334 // inside doors, so the connection between areas can be topologically
335 // terminated when the door shuts.
336 virtual qhandle_t FindPortal( const idBounds &b ) const = 0;
338 // doors explicitly close off portals when shut
339 // multiple bits can be set to block multiple things, ie: ( PS_VIEW | PS_LOCATION | PS_AIR )
340 virtual void SetPortalState( qhandle_t portal, int blockingBits ) = 0;
341 virtual int GetPortalState( qhandle_t portal ) = 0;
343 // returns true only if a chain of portals without the given connection bits set
344 // exists between the two areas (a door doesn't separate them, etc)
345 virtual bool AreasAreConnected( int areaNum1, int areaNum2, portalConnection_t connection ) = 0;
347 // returns the number of portal areas in a map, so game code can build information
348 // tables for the different areas
349 virtual int NumAreas( void ) const = 0;
351 // Will return -1 if the point is not in an area, otherwise
352 // it will return 0 <= value < NumAreas()
353 virtual int PointInArea( const idVec3 &point ) const = 0;
355 // fills the *areas array with the numbers of the areas the bounds cover
356 // returns the total number of areas the bounds cover
357 virtual int BoundsInAreas( const idBounds &bounds, int *areas, int maxAreas ) const = 0;
359 // Used by the sound system to do area flowing
360 virtual int NumPortalsInArea( int areaNum ) = 0;
362 // returns one portal from an area
363 virtual exitPortal_t GetPortal( int areaNum, int portalNum ) = 0;
365 //-------------- Tracing -----------------
367 // Checks a ray trace against any gui surfaces in an entity, returning the
368 // fraction location of the trace on the gui surface, or -1,-1 if no hit.
369 // This doesn't do any occlusion testing, simply ignoring non-gui surfaces.
370 // start / end are in global world coordinates.
371 virtual guiPoint_t GuiTrace( qhandle_t entityHandle, const idVec3 start, const idVec3 end ) const = 0;
373 // Traces vs the render model, possibly instantiating a dynamic version, and returns true if something was hit
374 virtual bool ModelTrace( modelTrace_t &trace, qhandle_t entityHandle, const idVec3 &start, const idVec3 &end, const float radius ) const = 0;
376 // Traces vs the whole rendered world. FIXME: we need some kind of material flags.
377 virtual bool Trace( modelTrace_t &trace, const idVec3 &start, const idVec3 &end, const float radius, bool skipDynamic = true, bool skipPlayer = false ) const = 0;
379 // Traces vs the world model bsp tree.
380 virtual bool FastWorldTrace( modelTrace_t &trace, const idVec3 &start, const idVec3 &end ) const = 0;
382 //-------------- Demo Control -----------------
384 // Writes a loadmap command to the demo, and clears archive counters.
385 virtual void StartWritingDemo( idDemoFile *demo ) = 0;
386 virtual void StopWritingDemo() = 0;
388 // Returns true when demoRenderView has been filled in.
389 // adds/updates/frees entityDefs and lightDefs based on the current demo file
390 // and returns the renderView to be used to render this frame.
391 // a demo file may need to be advanced multiple times if the framerate
393 // demoTimeOffset will be set if a new map load command was processed before
394 // the next renderScene
395 virtual bool ProcessDemoCommand( idDemoFile *readDemo, renderView_t *demoRenderView, int *demoTimeOffset ) = 0;
397 // this is used to regenerate all interactions ( which is currently only done during influences ), there may be a less
398 // expensive way to do it
399 virtual void RegenerateWorld() = 0;
401 //-------------- Debug Visualization -----------------
403 // Line drawing for debug visualization
404 virtual void DebugClearLines( int time ) = 0; // a time of 0 will clear all lines and text
405 virtual void DebugLine( const idVec4 &color, const idVec3 &start, const idVec3 &end, const int lifetime = 0, const bool depthTest = false ) = 0;
406 virtual void DebugArrow( const idVec4 &color, const idVec3 &start, const idVec3 &end, int size, const int lifetime = 0 ) = 0;
407 virtual void DebugWinding( const idVec4 &color, const idWinding &w, const idVec3 &origin, const idMat3 &axis, const int lifetime = 0, const bool depthTest = false ) = 0;
408 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;
409 virtual void DebugSphere( const idVec4 &color, const idSphere &sphere, const int lifetime = 0, bool depthTest = false ) = 0;
410 virtual void DebugBounds( const idVec4 &color, const idBounds &bounds, const idVec3 &org = vec3_origin, const int lifetime = 0 ) = 0;
411 virtual void DebugBox( const idVec4 &color, const idBox &box, const int lifetime = 0 ) = 0;
412 virtual void DebugFrustum( const idVec4 &color, const idFrustum &frustum, const bool showFromOrigin = false, const int lifetime = 0 ) = 0;
413 virtual void DebugCone( const idVec4 &color, const idVec3 &apex, const idVec3 &dir, float radius1, float radius2, const int lifetime = 0 ) = 0;
414 virtual void DebugAxis( const idVec3 &origin, const idMat3 &axis ) = 0;
416 // Polygon drawing for debug visualization.
417 virtual void DebugClearPolygons( int time ) = 0; // a time of 0 will clear all polygons
418 virtual void DebugPolygon( const idVec4 &color, const idWinding &winding, const int lifeTime = 0, const bool depthTest = false ) = 0;
420 // Text drawing for debug visualization.
421 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, bool depthTest = false ) = 0;
424 #endif /* !__RENDERWORLD_H__ */