mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-17 11:00:38 +02:00
Removed idInteraction.
This commit is contained in:
+2
-81
@@ -95,8 +95,6 @@ SURFACES
|
||||
|
||||
#include "ModelDecal.h"
|
||||
#include "ModelOverlay.h"
|
||||
#include "Interaction.h"
|
||||
|
||||
|
||||
// drawSurf_t structures command the back end to render surfaces
|
||||
// a given srfTriangles_t may be used with multiple viewEntity_t,
|
||||
@@ -142,8 +140,8 @@ typedef struct areaReference_s {
|
||||
struct areaReference_s *areaNext; // chain in the area
|
||||
struct areaReference_s *areaPrev;
|
||||
struct areaReference_s *ownerNext; // chain on either the entityDef or lightDef
|
||||
idRenderEntityLocal * entity; // only one of entity / light will be non-NULL
|
||||
idRenderLightLocal * light; // only one of entity / light will be non-NULL
|
||||
class idRenderEntityLocal * entity; // only one of entity / light will be non-NULL
|
||||
class idRenderLightLocal * light; // only one of entity / light will be non-NULL
|
||||
struct portalArea_s * area; // so owners can find all the areas they are in
|
||||
} areaReference_t;
|
||||
|
||||
@@ -227,8 +225,6 @@ public:
|
||||
struct viewLight_s * viewLight;
|
||||
|
||||
areaReference_t * references; // each area the light is present in will have a lightRef
|
||||
idInteraction * firstInteraction; // doubly linked list
|
||||
idInteraction * lastInteraction;
|
||||
|
||||
struct doublePortal_s * foggedPortals;
|
||||
};
|
||||
@@ -283,8 +279,6 @@ public:
|
||||
idRenderModelOverlay * overlay; // blood overlays on animated models
|
||||
|
||||
areaReference_t * entityRefs; // chain of all references
|
||||
idInteraction * firstInteraction; // doubly linked list
|
||||
idInteraction * lastInteraction;
|
||||
|
||||
bool needsPortalSky;
|
||||
|
||||
@@ -1387,79 +1381,6 @@ typedef enum {
|
||||
PP_LIGHT_FALLOFF_TQ = 20 // only for NV programs
|
||||
} programParameter_t;
|
||||
|
||||
|
||||
/*
|
||||
============================================================
|
||||
|
||||
TR_STENCILSHADOWS
|
||||
|
||||
"facing" should have one more element than tri->numIndexes / 3, which should be set to 1
|
||||
|
||||
============================================================
|
||||
*/
|
||||
|
||||
void R_MakeShadowFrustums( idRenderLightLocal *def );
|
||||
|
||||
typedef enum {
|
||||
SG_DYNAMIC, // use infinite projections
|
||||
SG_STATIC, // clip to bounds
|
||||
SG_OFFLINE // perform very time consuming optimizations
|
||||
} shadowGen_t;
|
||||
|
||||
srfTriangles_t *R_CreateShadowVolume( const idRenderEntityLocal *ent,
|
||||
const srfTriangles_t *tri, const idRenderLightLocal *light,
|
||||
shadowGen_t optimize, srfCullInfo_t &cullInfo );
|
||||
|
||||
/*
|
||||
============================================================
|
||||
|
||||
TR_TURBOSHADOW
|
||||
|
||||
Fast, non-clipped overshoot shadow volumes
|
||||
|
||||
"facing" should have one more element than tri->numIndexes / 3, which should be set to 1
|
||||
calling this function may modify "facing" based on culling
|
||||
|
||||
============================================================
|
||||
*/
|
||||
|
||||
srfTriangles_t *R_CreateVertexProgramTurboShadowVolume( const idRenderEntityLocal *ent,
|
||||
const srfTriangles_t *tri, const idRenderLightLocal *light,
|
||||
srfCullInfo_t &cullInfo );
|
||||
|
||||
srfTriangles_t *R_CreateTurboShadowVolume( const idRenderEntityLocal *ent,
|
||||
const srfTriangles_t *tri, const idRenderLightLocal *light,
|
||||
srfCullInfo_t &cullInfo );
|
||||
|
||||
/*
|
||||
============================================================
|
||||
|
||||
util/shadowopt3
|
||||
|
||||
dmap time optimization of shadow volumes, called from R_CreateShadowVolume
|
||||
|
||||
============================================================
|
||||
*/
|
||||
|
||||
|
||||
typedef struct {
|
||||
idVec3 *verts; // includes both front and back projections, caller should free
|
||||
int numVerts;
|
||||
glIndex_t *indexes; // caller should free
|
||||
|
||||
// indexes must be sorted frontCap, rearCap, silPlanes so the caps can be removed
|
||||
// when the viewer is in a position that they don't need to see them
|
||||
int numFrontCapIndexes;
|
||||
int numRearCapIndexes;
|
||||
int numSilPlaneIndexes;
|
||||
int totalIndexes;
|
||||
} optimizedShadow_t;
|
||||
|
||||
optimizedShadow_t SuperOptimizeOccluders( idVec4 *verts, glIndex_t *indexes, int numIndexes,
|
||||
idPlane projectionPlane, idVec3 projectionOrigin );
|
||||
|
||||
void CleanupOptimizedShadowTris( srfTriangles_t *tri );
|
||||
|
||||
/*
|
||||
============================================================
|
||||
|
||||
|
||||
Reference in New Issue
Block a user