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/*
===========================================================================
IceTech GPL Source Code
Copyright (C) 2026 Justin Marshall
This file is part of the IceTech GPL Source Code (?IceTech Source Code?).
IceTech Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
IceTech Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with IceTech Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the IceTech 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 IceTech Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing Justin Marshall, justinmarshall20@gmail.com
===========================================================================
*/
#ifndef __RENDERWORLD_H__
#define __RENDERWORLD_H__
class hhDeclBeam;
#ifdef QUAKE4
class rvRenderEffectLocal;
class rvDeclMatType;
#endif
/*
===============================================================================
Render World
===============================================================================
*/
#ifdef QUAKE4
// RAVEN BEGIN
// jscott: new proc format
#define PROC_FILE_ID "PROC"
#define PROC_FILE_EXT "proc"
#define PROC_FILEVERSION 4
// RAVEN END
// RAVEN BEGIN
// dluetscher: new MD5RProc file format
#define MD5R_PROC_FILE_ID "MD5RProcVersion"
#define MD5R_PROC_FILE_EXT "MD5RProc"
#define MD5R_PROC_FILEVERSION 4
// RAVEN END
#else
#define PROC_FILE_EXT "iceproc"
#define PROC_FILE_ID "iceProcFile001"
#endif
// shader parms
const int MAX_GLOBAL_SHADER_PARMS = 12;
const int SHADERPARM_RED = 0;
const int SHADERPARM_GREEN = 1;
const int SHADERPARM_BLUE = 2;
const int SHADERPARM_ALPHA = 3;
const int SHADERPARM_TIMESCALE = 3;
const int SHADERPARM_TIMEOFFSET = 4;
const int SHADERPARM_DIVERSITY = 5; // random between 0.0 and 1.0 for some effects (muzzle flashes, etc)
const int SHADERPARM_MODE = 7; // for selecting which shader passes to enable
const int SHADERPARM_TIME_OF_DEATH = 7; // for the monster skin-burn-away effect enable and time offset
// model parms
const int SHADERPARM_MD5_SKINSCALE = 8; // for scaling vertex offsets on md5 models (jack skellington effect)
const int SHADERPARM_MD3_FRAME = 8;
const int SHADERPARM_MD3_LASTFRAME = 9;
const int SHADERPARM_MD3_BACKLERP = 10;
const int SHADERPARM_BEAM_END_X = 8; // for _beam models
const int SHADERPARM_BEAM_END_Y = 9;
const int SHADERPARM_BEAM_END_Z = 10;
const int SHADERPARM_BEAM_WIDTH = 11;
const int SHADERPARM_SPRITE_WIDTH = 8;
const int SHADERPARM_SPRITE_HEIGHT = 9;
const int SHADERPARM_PARTICLE_STOPTIME = 8; // don't spawn any more particles after this time
#ifdef QUAKE4
// RAVEN BEGIN
// jscott: for effect brightness
const int SHADERPARM_BRIGHTNESS = 6; // for the overall brightness of effects
// RAVEN END
// RAVEN BEGIN
// dluetscher: added a default value for light detail levels
#define DEFAULT_LIGHT_DETAIL_LEVEL 10.f
// RAVEN END
#endif
#ifdef PREY
const int SHADERPARM_MISC = 6; // aob
const int SHADERPARM_ANY_DEFORM = 9; // Model deformation
const int SHADERPARM_ANY_DEFORM_PARM1 = 10; // Model deformation parameter1
const int SHADERPARM_ANY_DEFORM_PARM2 = 11; // Model deformation parameter2
const int SHADERPARM_DISTANCE = 12; // CJR -- distance shader parm index
// Always add to the end of the list so the old numbers don't change
enum {
DEFORMTYPE_NONE = 0,
DEFORMTYPE_SCALE,
DEFORMTYPE_VERTEXCOLOR,
DEFORMTYPE_SPHERE,
DEFORMTYPE_RIPPLE,
DEFORMTYPE_PLANTSWAYX,
DEFORMTYPE_PLANTSWAYY,
DEFORMTYPE_FLATTEN,
DEFORMTYPE_VIBRATE,
DEFORMTYPE_SQUISH,
DEFORMTYPE_TURBULENT, // 10
DEFORMTYPE_RAYS,
DEFORMTYPE_ALPHAGLOW,
DEFORMTYPE_FATTEN,
DEFORMTYPE_RIPPLECENTER,
DEFORMTYPE_MELT,
DEFORMTYPE_POD,
DEFORMTYPE_DEATHEFFECT,
DEFORMTYPE_WINDBLAST,
DEFORMTYPE_PINCHPOINT,
DEFORMTYPE_PORTAL
//NOTE: Any added here should also be added to prey_defs.script
};
#endif
// guis
const int MAX_RENDERENTITY_GUI = 3;
typedef enum renderGlobalFogMode_s {
RENDER_GLOBAL_FOG_LINEAR,
RENDER_GLOBAL_FOG_EXP,
RENDER_GLOBAL_FOG_EXP2
} renderGlobalFogMode_t;
typedef struct renderGlobalFog_s {
bool enabled;
renderGlobalFogMode_t mode;
float density;
float start;
float end;
idVec4 color;
} renderGlobalFog_t;
#ifdef QUAKE4
enum {
RD_MISC = 0,
RD_RENDERVIEW,
RD_RENDER_STATE,
RD_RENDERENT_UPDATE,
RD_RENDERENT_FREE,
RD_RENDERENT_ADD,
RD_RENDERENT,
RD_RENDERLIGHT_UPDATE,
RD_RENDERLIGHT_FREE,
RD_RENDERLIGHT_ADD,
RD_RENDERLIGHT,
RD_RENDEREFFECT_UPDATE,
RD_RENDEREFFECT_FREE,
RD_RENDEREFFECT_STOP,
RD_RENDEREFFECT_ADD,
RD_RENDEREFFECT,
RD_SOUND_STATE,
RD_SOUND,
RD_HUD,
RD_MAX_STATS
};
#endif
typedef bool(*deferredEntityCallback_t)(renderEntity_s*, const renderView_s*);
#ifdef QUAKE4
// RAVEN BEGIN
// bdube: attachments
typedef struct attachedModel_s {
idRenderModel* model;
jointHandle_t joint;
} attachedModel_t;
// RAVEN END
#endif
#ifdef PREY
#define MAX_BEAM_NODES 32
typedef struct hhBeamNodes_s {
idVec3 nodes[MAX_BEAM_NODES];
} hhBeamNodes_t;
#endif
typedef struct renderEntity_s {
idRenderModel* hModel; // this can only be null if callback is set
int entityNum;
int bodyId;
// Entities that are expensive to generate, like skeletal models, can be
// deferred until their bounds are found to be in view, in the frustum
// of a shadowing light that is in view, or contacted by a trace / overlay test.
// This is also used to do visual cueing on items in the view
// The renderView may be NULL if the callback is being issued for a non-view related
// source.
// The callback function should clear renderEntity->callback if it doesn't
// want to be called again next time the entity is referenced (ie, if the
// callback has now made the entity valid until the next updateEntity)
idBounds bounds; // only needs to be set for deferred models and md5s
deferredEntityCallback_t callback;
void* callbackData; // used for whatever the callback wants
// player bodies and possibly player shadows should be suppressed in views from
// that player's eyes, but will show up in mirrors and other subviews
// security cameras could suppress their model in their subviews if we add a way
// of specifying a view number for a remoteRenderMap view
int suppressSurfaceInViewID;
int suppressShadowInViewID;
// world models for the player and weapons will not cast shadows from view weapon
// muzzle flashes
int suppressShadowInLightID;
// if non-zero, the surface and shadow (if it casts one)
// will only show up in the specific view, ie: player weapons
int allowSurfaceInViewID;
#ifdef QUAKE4
// RAVEN BEGIN
// bdube: hiding surfaces
// Mask of surfaces which should be suppresesed when rendering the entity
int suppressSurfaceMask;
// RAVEN END
#endif
// positioning
// axis rotation vectors must be unit length for many
// R_LocalToGlobal functions to work, so don't scale models!
// axis vectors are [0] = forward, [1] = left, [2] = up
idVec3 origin;
idMat3 axis;
// texturing
const idMaterial* customShader; // if non-0, all surfaces will use this
const idMaterial* referenceShader; // used so flares can reference the proper light shader
#ifdef QUAKE4
// RAVEN BEGIN
// bdube: overlay shaders
const idMaterial* overlayShader; // overlays the model on top of itself with this shader (originally for powerups)
// RAVEN END
#endif
const idDeclSkin* customSkin; // 0 for no remappings
#ifdef QUAKE4
// RAVEN BEGIN
int referenceSoundHandle; // for shader sound tables, allowing effects to vary with sounds
// RAVEN END
#endif // jmarshall add support here
class idSoundEmitter* referenceSound; // for shader sound tables, allowing effects to vary with sounds
float shaderParms[MAX_ENTITY_SHADER_PARMS]; // can be used in any way by shader or model generation
#ifdef QUAKE4
// RAVEN BEGIN
// mwhitlock: Xenon texture streaming
#if defined(_XENON)
idList<idMaterial*> allMaterials;
#endif
// RAVEN END
#endif
// networking: see WriteGUIToSnapshot / ReadGUIFromSnapshot
class idUserInterface* gui[MAX_RENDERENTITY_GUI];
struct renderView_s* remoteRenderView; // any remote camera surfaces will use this
int numJoints;
idJointMat* joints; // array of joints that will modify vertices.
// NULL if non-deformable model. NOT freed by renderer
float modelDepthHack; // squash depth range so particle effects don't clip into walls
#ifdef PREY
const hhDeclBeam* declBeam; // HUMANHEAD beam information
hhBeamNodes_t* beamNodes; // HUMANHEAD beam node array (sized to the number of beams in the system)
bool onlyVisibleInSpirit; // HUMANHEAD: visible only in spiritwalking/deathwalking
bool onlyInvisibleInSpirit; // HUMANHEAD: invisible only in spiritwalking/deathwalking
bool lowSkippable; // HUMANHEAD bjk: skippable in low quality
float eyeDistance; // HUMANHEAD pdm: precalculated distance to eye
#endif
// options to override surface shader flags (replace with material parameters?)
bool noSelfShadow; // cast shadows onto other objects,but not self
bool noShadow; // no shadow at all
bool noDynamicInteractions; // don't create any light / shadow interactions after
// the level load is completed. This is a performance hack
// for the gigantic outdoor meshes in the monorail map, so
// all the lights in the moving monorail don't touch the meshes
#ifdef QUAKE4
// RAVEN BEGIN
bool forceUpdate; // force an update
// bdube: weapon depth hack only in a given view id
int weaponDepthHackInViewID;// squash depth range so view weapons don't poke into walls
// RAVEN END
// RAVEN BEGIN
// ddynerman: Wolf LOD code
float shadowLODDistance;
int suppressLOD;
// RAVEN END
#else
bool weaponDepthHack; // squash depth range so view weapons don't poke into walls
// this automatically implies noShadow
#ifdef PREY
bool forceUpdate; // force an update (NOTE: not a bool to keep this struct a multiple of 4 bytes)
#else
int forceUpdate; // force an update (NOTE: not a bool to keep this struct a multiple of 4 bytes)
#endif
#endif
int timeGroup;
int xrayIndex;
} renderEntity_t;
typedef struct renderLight_s {
idMat3 axis; // rotation vectors, must be unit length
idVec3 origin;
// if non-zero, the light will not show up in the specific view,
// which may be used if we want to have slightly different muzzle
// flash lights for the player and other views
int suppressLightInViewID;
// if non-zero, the light will only show up in the specific view
// which can allow player gun gui lights and such to not effect everyone
int allowLightInViewID;
#ifdef QUAKE4
// RAVEN BEGIN
// dluetscher: added a min light detail level setting that describes when this light is visible
float detailLevel;
// RAVEN END
#endif
// I am sticking the four bools together so there are no unused gaps in
// the padded structure, which could confuse the memcmp that checks for redundant
// updates
bool noShadows; // (should we replace this with material parameters on the shader?)
bool noSpecular; // (should we replace this with material parameters on the shader?)
#ifdef PREY
bool lowSkippable;
#endif
#ifdef QUAKE4
// RAVEN BEGIN
// ddynerman: no dynamic shadows - allows dmap to create optimized static shadows, but prevents dynamic shadows
bool noDynamicShadows;
// RAVEN END
#endif
bool pointLight; // otherwise a projection light (should probably invert the sense of this, because points are way more common)
bool parallel; // lightCenter gives the direction to the light at infinity
#ifdef QUAKE4
bool globalLight; // Whether this is a global light or not.
#endif
idVec3 lightRadius; // xyz radius for point lights
idVec3 lightCenter; // offset the lighting direction for shading and
// shadows, relative to origin
// frustum definition for projected lights, all reletive to origin
// FIXME: we should probably have real plane equations here, and offer
// a helper function for conversion from this format
idVec3 target;
idVec3 right;
idVec3 up;
idVec3 start;
idVec3 end;
// Dmap will generate an optimized shadow volume named _prelight_<lightName>
// for the light against all the _area* models in the map. The renderer will
// ignore this value if the light has been moved after initial creation
idRenderModel* prelightModel;
// muzzle flash lights will not cast shadows from player and weapon world models
int lightId;
const idMaterial* shader; // NULL = either lights/defaultPointLight or lights/defaultProjectedLight
float shaderParms[MAX_ENTITY_SHADER_PARMS]; // can be used in any way by shader
#ifdef QUAKE4
// RAVEN BEGIN
int referenceSoundHandle; // for shader sound tables, allowing effects to vary with sounds
// mwhitlock: Xenon texture streaming
#if defined(_XENON)
idList<idMaterial*> allMaterials;
#endif
#endif
// RAVEN END
idSoundEmitter* referenceSound; // for shader sound tables, allowing effects to vary with sounds
} renderLight_t;
#ifdef QUAKE4
// RAVEN BEGIN
// jscott: for handling of effects
typedef struct renderEffect_s {
const idDecl* declEffect;
float startTime;
int suppressSurfaceInViewID;
int allowSurfaceInViewID;
int groupID;
idVec3 origin;
idMat3 axis;
idVec3 gravity;
idVec3 endOrigin;
float attenuation;
bool hasEndOrigin;
bool loop; // effect is looping
bool ambient; // effect is from an entity
bool inConnectedArea;
int weaponDepthHackInViewID; // squash depth range so view weapons don't poke into walls
float modelDepthHack;
int referenceSoundHandle; // for shader sound tables, allowing effects to vary with sounds
float shaderParms[MAX_ENTITY_SHADER_PARMS]; // can be used in any way by shader or model generation
} renderEffect_t;
// RAVEN END
// RAVEN BEGIN
// jscott: effect handling in the renderer
class rvRenderEffect {
public:
virtual ~rvRenderEffect(void) {}
};
// RAVEN END
class rvRenderEffectLocal : rvRenderEffect
{
public:
renderEffect_s parms;
//renderEffect_s gameParms;
int gameTime;
int serviceTime;
bool newEffect;
bool expired;
class rvBSE* effect;
idBounds referenceBounds;
float modelMatrix[16];
class idRenderWorldLocal* world;
int lastModifiedFrameNum;
bool archived;
int viewCount;
//viewEffect_s* viewEffect;
int visibleCount;
//areaReference_s* effectRefs;
//cullLink_t* cullLinks;
bool remove;
int updateFramenum;
idLinkList<rvRenderEffectLocal> node;
int index;
idRenderModel* dynamicModel;
int dynamicModelFrameCount;
};
// RAVEN END
#endif
typedef struct renderView_s {
// player views will set this to a non-zero integer for model suppress / allow
// subviews (mirrors, cameras, etc) will always clear it to zero
int viewID;
// sized from 0 to SCREEN_WIDTH / SCREEN_HEIGHT (640/480), not actual resolution
int x, y, width, height;
float fov_x, fov_y;
idVec3 vieworg;
idMat3 viewaxis; // transformation matrix, view looks down the positive X axis
bool cramZNear; // for cinematics, we want to set ZNear much lower
bool forceUpdate; // for an update
#ifdef PREY
bool viewSpiritEntities; // HUMANHEAD cjr: this renderView can see all onlyVisibleInSpirit entities
// tmj: this renderView cannot see onlyInvisibleInSpirit entities
#endif
// time in milliseconds for shader effects and other time dependent rendering issues
int time;
float shaderParms[MAX_GLOBAL_SHADER_PARMS]; // can be used in any way by shader
const idMaterial* globalMaterial; // used to override everything draw
renderGlobalFog_t globalFog; // fixed-function global depth fog
const idMaterial* skyDomeMaterial;
#ifdef QUAKE4
// RAVEN BEGIN
// mwhitlock: Xenon texture streaming.
#if defined(_XENON)
bool streamingPrecache; // If true, we precache all the textures that are visible in the world
#endif
// RAVEN END
#endif
} renderView_t;
// exitPortal_t is returned by idRenderWorld::GetPortal()
typedef struct {
int areas[2]; // areas connected by this portal
const idWinding* w; // winding points have counter clockwise ordering seen from areas[0]
int blockingBits; // PS_BLOCK_VIEW, PS_BLOCK_AIR, etc
qhandle_t portalHandle;
} exitPortal_t;
// guiPoint_t is returned by idRenderWorld::GuiTrace()
typedef struct {
float x, y; // 0.0 to 1.0 range if trace hit a gui, otherwise -1
int guiId; // id of gui ( 0, 1, or 2 ) that the trace happened against
float frac;
} guiPoint_t;
// modelTrace_t is for tracing vs. visual geometry
typedef struct modelTrace_s {
float fraction; // fraction of trace completed
idVec3 point; // end point of trace in global space
idVec3 normal; // hit triangle normal vector in global space
const idMaterial* material; // material of hit surface
const renderEntity_t* entity; // render entity that was hit
int jointNumber; // md5 joint nearest to the hit triangle
#ifdef QUAKE4
// RAVEN BEGIN
// jscott: added block
const rvDeclMatType* materialType;
// RAVEN END
#endif
} modelTrace_t;
typedef struct renderWorldDecal_s {
idStr material;
idVec3 origin;
idVec3 normal;
idVec3 axisU;
idVec3 axisV;
float size;
float depth;
float opacity;
idVec4 color;
} renderWorldDecal_t;
#ifdef QUAKE4
// RAVEN BEGIN
// abahr: changed to 4 to include gravity
static const int NUM_PORTAL_ATTRIBUTES = 4;
// RAVEN END
#else
static const int NUM_PORTAL_ATTRIBUTES = 3;
#endif
typedef enum {
PS_BLOCK_NONE = 0,
PS_BLOCK_VIEW = 1,
PS_BLOCK_LOCATION = 2, // game map location strings often stop in hallways
PS_BLOCK_AIR = 4, // windows between pressurized and unpresurized areas
#ifdef QUAKE4
// RAVEN BEGIN
// abahr
PS_BLOCK_GRAVITY = 8, // PS_BLOCK_ALL does not block gravity. Must use info_gravityseperator
PS_BLOCK_ALL = PS_BLOCK_VIEW | PS_BLOCK_LOCATION | PS_BLOCK_AIR
// RAVEN END
#else
PS_BLOCK_ALL = (1 << NUM_PORTAL_ATTRIBUTES) - 1
#endif
} portalConnection_t;
#ifdef QUAKE4
// RAVEN BEGIN
// AReis: Render flags.
enum
{
RF_NORMAL = 0,
// Let the renderer know its in a editor of sorts.
RF_IS_EDITOR = BIT(0),
// Viewdef is fullscreen and is 2d (mostly for main menu)
RF_IS_FULLSCREEN_2D = BIT(1),
// Don't draw the GUI, just the world.
RF_NO_GUI = BIT(2),
// Only draw the GUI, not the world.
RF_GUI_ONLY = BIT(3),
// dluetscher: added render flag to denote that penumbra map rendering is desired
RF_PENUMBRA_MAP = BIT(4),
// dluetscher: added render flag that defers the command buffer submission of render
// commands until the first non-deferred render command (with the exception of
// certain render commands like RC_DRAW_PENUMBRA_MAPS - which ignores deferred
// render commands and lets them get submitted past)
RF_DEFER_COMMAND_SUBMIT = BIT(5),
// this is a portal sky view
RF_PORTAL_SKY = BIT(6),
// this the primary view - when this is rendered, we then know we can capture the screen buffer
RF_PRIMARY_VIEW = BIT(7),
};
// RAVEN END
#endif
class idRenderWorld {
public:
virtual ~idRenderWorld() {};
// The same render world can be reinitialized as often as desired
// a NULL or empty mapName will create an empty, single area world
virtual bool InitFromMap(const char* mapName) = 0;
#ifdef QUAKE4
// RAVEN BEGIN
// mwhitlock: Dynamic memory consolidation
#if defined(_RV_MEM_SYS_SUPPORT)
virtual void Flush(void);
#endif
// RAVEN END
#endif
//-------------- Entity and Light Defs -----------------
// entityDefs and lightDefs are added to a given world to determine
// what will be drawn for a rendered scene. Most update work is defered
// until it is determined that it is actually needed for a given view.
virtual qhandle_t AddEntityDef(const renderEntity_t* re) = 0;
virtual void UpdateEntityDef(qhandle_t entityHandle, const renderEntity_t* re) = 0;
virtual void FreeEntityDef(qhandle_t entityHandle) = 0;
virtual const renderEntity_t* GetRenderEntity(qhandle_t entityHandle) const = 0;
virtual qhandle_t AddLightDef(const renderLight_t* rlight) = 0;
virtual void UpdateLightDef(qhandle_t lightHandle, const renderLight_t* rlight) = 0;
virtual void FreeLightDef(qhandle_t lightHandle) = 0;
virtual const renderLight_t* GetRenderLight(qhandle_t lightHandle) const = 0;
#ifdef QUAKE4
// RAVEN BEGIN
virtual void WriteRenderLight(idDemoFile* writeDemo, const renderLight_t* light);
virtual void ReadRenderLight(idDemoFile* readDemo, renderLight_t& light);
// jscott: handling of effects
virtual qhandle_t AddEffectDef(const renderEffect_t* reffect, int time);
virtual bool UpdateEffectDef(qhandle_t effectHandle, const renderEffect_t* reffect, int time);
virtual void StopEffectDef(qhandle_t effectHandle);
virtual const rvRenderEffectLocal* GetEffectDef(qhandle_t effectHandle) const;
virtual void FreeEffectDef(qhandle_t effectHandle);
virtual bool EffectDefHasSound(const renderEffect_s* reffect);
// jscott: for optimised pushes
virtual void PushMarkedDefs(void);
virtual void ClearMarkedDefs(void);
virtual void FreeDefs(void);
// jscott: fix for FreeWorld crash
virtual void RemoveAllModelReferences(idRenderModel* model);
// mwhitlock: Xenon texture streaming
#if defined(_XENON)
virtual void StreamAreaTextures(bool inBackground);
virtual void ClearAreaTextureStreamer(void);
#endif
// RAVEN END
#endif
// Force the generation of all light / surface interactions at the start of a level
// If this isn't called, they will all be dynamically generated
virtual void GenerateAllInteractions() = 0;
#ifndef QUAKE4
// returns true if this area model needs portal sky to draw
virtual bool CheckAreaForPortalSky(int areaNum) = 0;
#else
// Doom 3 compatibility helper. Quake 4 uses HasSkybox().
virtual bool CheckAreaForPortalSky(int areaNum);
#endif
//-------------- Decals and Overlays -----------------
// Creates decals on all world surfaces that the winding projects onto.
// The projection origin should be infront of the winding plane.
// The decals are projected onto world geometry between the winding plane and the projection origin.
// The decals are depth faded from the winding plane to a certain distance infront of the
// winding plane and the same distance from the projection origin towards the winding.
virtual void ProjectDecalOntoWorld(const idFixedWinding& winding, const idVec3& projectionOrigin, const bool parallel, const float fadeDepth, const idMaterial* material, const int startTime) = 0;
// Creates decals on static models.
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;
// Creates overlays on dynamic models.
virtual void ProjectOverlay(qhandle_t entityHandle, const idPlane localTextureAxis[2], const idMaterial* material) = 0;
// Removes all decals and overlays from the given entity def.
virtual void RemoveDecals(qhandle_t entityHandle) = 0;
//-------------- Scene Rendering -----------------
// some calls to material functions use the current renderview time when servicing cinematics. this function
// ensures that any parms accessed (such as time) are properly set.
virtual void SetRenderView(const renderView_t* renderView) = 0;
// rendering a scene may actually render multiple subviews for mirrors and portals, and
// may render composite textures for gui console screens and light projections
// It would also be acceptable to render a scene multiple times, for "rear view mirrors", etc
virtual void RenderScene(const renderView_t* renderView) = 0;
#ifdef QUAKE4
// RAVEN BEGIN
// AReis: Modified RenderScene() signature to include renderFlags variable.
virtual void RenderScene(const renderView_t* renderView, int renderFlags);
// jscott: for portal skies
virtual bool HasSkybox(int areaNum);
virtual void FindVisibleAreas(idVec3 origin, int areaNum, bool* visibleAreas);
// AReis: This is where we draw the portal fadeout polygon
virtual void RenderPortalFades(void);
// ddynerman: Helper function
virtual idVec3 WorldToScreen(renderView_t* view, idVec3 point);
virtual idBounds WorldToScreen(renderView_t* view, idBounds bounds);
// RAVEN END
#endif
//-------------- Portal Area Information -----------------
// returns the number of portals
virtual int NumPortals(void) const = 0;
// returns 0 if no portal contacts the bounds
// This is used by the game to identify portals that are contained
// inside doors, so the connection between areas can be topologically
// terminated when the door shuts.
virtual qhandle_t FindPortal(const idBounds& b) const = 0;
// doors explicitly close off portals when shut
// multiple bits can be set to block multiple things, ie: ( PS_VIEW | PS_LOCATION | PS_AIR )
virtual void SetPortalState(qhandle_t portal, int blockingBits) = 0;
virtual int GetPortalState(qhandle_t portal) = 0;
// returns true only if a chain of portals without the given connection bits set
// exists between the two areas (a door doesn't separate them, etc)
virtual bool AreasAreConnected(int areaNum1, int areaNum2, portalConnection_t connection) = 0;
// returns the number of portal areas in a map, so game code can build information
// tables for the different areas
virtual int NumAreas(void) const = 0;
// Will return -1 if the point is not in an area, otherwise
// it will return 0 <= value < NumAreas()
virtual int PointInArea(const idVec3& point) const = 0;
// fills the *areas array with the numbers of the areas the bounds cover
// returns the total number of areas the bounds cover
virtual int BoundsInAreas(const idBounds& bounds, int* areas, int maxAreas) const = 0;
// Used by the sound system to do area flowing
virtual int NumPortalsInArea(int areaNum) = 0;
// returns one portal from an area
virtual exitPortal_t GetPortal(int areaNum, int portalNum) = 0;
#ifdef QUAKE4
virtual void GetPortals(int areaNum, exitPortal_t* ret, int size);
virtual void GetPortal(int areaNum, int portalNum, exitPortal_t* ret);
#endif
//-------------- Tracing -----------------
// Checks a ray trace against any gui surfaces in an entity, returning the
// fraction location of the trace on the gui surface, or -1,-1 if no hit.
// This doesn't do any occlusion testing, simply ignoring non-gui surfaces.
// start / end are in global world coordinates.
virtual guiPoint_t GuiTrace(qhandle_t entityHandle, const idVec3 start, const idVec3 end) const = 0;
// Traces vs the render model, possibly instantiating a dynamic version, and returns true if something was hit
virtual bool ModelTrace(modelTrace_t& trace, qhandle_t entityHandle, const idVec3& start, const idVec3& end, const float radius) const = 0;
// Traces vs the whole rendered world. FIXME: we need some kind of material flags.
virtual bool Trace(modelTrace_t& trace, const idVec3& start, const idVec3& end, const float radius, bool skipDynamic = true, bool skipPlayer = false) const = 0;
// Traces vs the world model bsp tree.
virtual bool FastWorldTrace(modelTrace_t& trace, const idVec3& start, const idVec3& end) const = 0;
// Screen-space world decals consumed by the path tracer.
virtual void ClearWorldDecals() = 0;
virtual int AddWorldDecal(const renderWorldDecal_t& decal) = 0;
virtual bool UpdateWorldDecal(int decalIndex, const renderWorldDecal_t& decal) = 0;
virtual void RemoveWorldDecal(int decalIndex) = 0;
virtual int NumWorldDecals() const = 0;
virtual const renderWorldDecal_t* GetWorldDecal(int decalIndex) const = 0;
virtual void SubmitWorldDecalsToScreenSpace() const = 0;
//-------------- Demo Control -----------------
// Writes a loadmap command to the demo, and clears archive counters.
virtual void StartWritingDemo(idDemoFile* demo) = 0;
virtual void StopWritingDemo() = 0;
// Returns true when demoRenderView has been filled in.
// adds/updates/frees entityDefs and lightDefs based on the current demo file
// and returns the renderView to be used to render this frame.
// a demo file may need to be advanced multiple times if the framerate
// is less than 30hz
// demoTimeOffset will be set if a new map load command was processed before
// the next renderScene
virtual bool ProcessDemoCommand(idDemoFile* readDemo, renderView_t* demoRenderView, int* demoTimeOffset) = 0;
#ifdef QUAKE4
virtual bool ProcessDemoCommand(idDemoFile* readDemo, renderView_t* demoRenderView, renderView_t* portalSkyRenderView, int* demoTimeOffset);
#endif
// this is used to regenerate all interactions ( which is currently only done during influences ), there may be a less
// expensive way to do it
virtual void RegenerateWorld() = 0;
//-------------- Debug Visualization -----------------
// Line drawing for debug visualization
virtual void DebugClearLines(int time) = 0; // a time of 0 will clear all lines and text
virtual void DebugLine(const idVec4& color, const idVec3& start, const idVec3& end, const int lifetime = 0, const bool depthTest = false) = 0;
virtual void DebugArrow(const idVec4& color, const idVec3& start, const idVec3& end, int size, const int lifetime = 0) = 0;
virtual void DebugWinding(const idVec4& color, const idWinding& w, const idVec3& origin, const idMat3& axis, const int lifetime = 0, const bool depthTest = false) = 0;
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;
virtual void DebugSphere(const idVec4& color, const idSphere& sphere, const int lifetime = 0, bool depthTest = false) = 0;
virtual void DebugBounds(const idVec4& color, const idBounds& bounds, const idVec3& org = vec3_origin, const int lifetime = 0) = 0;
#ifdef QUAKE4
// RAVEN BEGIN
// jscott: Quake 4 debug helpers
virtual void DebugClear(int time);
virtual void DebugBounds(const idVec4& color, const idBounds& bounds, const idVec3& org, const int lifetime, bool depthTest);
virtual size_t MemorySummary(const idCmdArgs& args);
virtual void ShowDebugLines(void);
virtual void ShowDebugPolygons(void);
virtual void ShowDebugText(void);
// cdr: added debug FOV
virtual void DebugFOV(const idVec4& color, const idVec3& origin, const idVec3& dir, float farDot, float farDist, float nearDot = 1.0f, float nearDist = 0.0f, float alpha = 0.3f, int lifetime = 0);
// RAVEN END
#endif
virtual void DebugBox(const idVec4& color, const idBox& box, const int lifetime = 0) = 0;
virtual void DebugFrustum(const idVec4& color, const idFrustum& frustum, const bool showFromOrigin = false, const int lifetime = 0) = 0;
virtual void DebugCone(const idVec4& color, const idVec3& apex, const idVec3& dir, float radius1, float radius2, const int lifetime = 0) = 0;
virtual void DebugAxis(const idVec3& origin, const idMat3& axis) = 0;
// Polygon drawing for debug visualization.
virtual void DebugClearPolygons(int time) = 0; // a time of 0 will clear all polygons
virtual void DebugPolygon(const idVec4& color, const idWinding& winding, const int lifeTime = 0, const bool depthTest = false) = 0;
// Text drawing for debug visualization.
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;
};
#ifdef QUAKE4
/*
================
idRenderWorld Quake 4 compatibility stubs
These are intentionally default no-op implementations so bringing the
Quake 4 renderWorld API into Doom 3 does not force every existing
idRenderWorld implementation to be updated immediately.
================
*/
#if defined(_RV_MEM_SYS_SUPPORT)
ID_INLINE void idRenderWorld::Flush(void) {
}
#endif
ID_INLINE void idRenderWorld::WriteRenderLight(idDemoFile* writeDemo, const renderLight_t* light) {
}
ID_INLINE void idRenderWorld::ReadRenderLight(idDemoFile* readDemo, renderLight_t& light) {
}
ID_INLINE qhandle_t idRenderWorld::AddEffectDef(const renderEffect_t* reffect, int time) {
return 0;
}
ID_INLINE bool idRenderWorld::UpdateEffectDef(qhandle_t effectHandle, const renderEffect_t* reffect, int time) {
return false;
}
ID_INLINE void idRenderWorld::StopEffectDef(qhandle_t effectHandle) {
}
ID_INLINE const rvRenderEffectLocal* idRenderWorld::GetEffectDef(qhandle_t effectHandle) const {
return NULL;
}
ID_INLINE void idRenderWorld::FreeEffectDef(qhandle_t effectHandle) {
}
ID_INLINE bool idRenderWorld::EffectDefHasSound(const renderEffect_s* reffect) {
return false;
}
ID_INLINE void idRenderWorld::PushMarkedDefs(void) {
}
ID_INLINE void idRenderWorld::ClearMarkedDefs(void) {
}
ID_INLINE void idRenderWorld::FreeDefs(void) {
}
ID_INLINE void idRenderWorld::RemoveAllModelReferences(idRenderModel* model) {
}
#if defined(_XENON)
ID_INLINE void idRenderWorld::StreamAreaTextures(bool inBackground) {
}
ID_INLINE void idRenderWorld::ClearAreaTextureStreamer(void) {
}
#endif
ID_INLINE bool idRenderWorld::CheckAreaForPortalSky(int areaNum) {
return HasSkybox(areaNum);
}
ID_INLINE void idRenderWorld::RenderScene(const renderView_t* renderView, int renderFlags) {
RenderScene(renderView);
}
ID_INLINE bool idRenderWorld::HasSkybox(int areaNum) {
return false;
}
ID_INLINE void idRenderWorld::FindVisibleAreas(idVec3 origin, int areaNum, bool* visibleAreas) {
if (visibleAreas != NULL && areaNum >= 0) {
visibleAreas[areaNum] = true;
}
}
ID_INLINE void idRenderWorld::RenderPortalFades(void) {
}
ID_INLINE idVec3 idRenderWorld::WorldToScreen(renderView_t* view, idVec3 point) {
return point;
}
ID_INLINE idBounds idRenderWorld::WorldToScreen(renderView_t* view, idBounds bounds) {
return bounds;
}
ID_INLINE void idRenderWorld::GetPortals(int areaNum, exitPortal_t* ret, int size) {
if (ret == NULL || size <= 0) {
return;
}
for (int i = 0; i < size; i++) {
GetPortal(areaNum, i, &ret[i]);
}
}
ID_INLINE void idRenderWorld::GetPortal(int areaNum, int portalNum, exitPortal_t* ret) {
if (ret == NULL) {
return;
}
*ret = GetPortal(areaNum, portalNum);
}
ID_INLINE bool idRenderWorld::ProcessDemoCommand(idDemoFile* readDemo, renderView_t* demoRenderView, renderView_t* portalSkyRenderView, int* demoTimeOffset) {
if (portalSkyRenderView != NULL) {
memset(portalSkyRenderView, 0, sizeof(*portalSkyRenderView));
}
return ProcessDemoCommand(readDemo, demoRenderView, demoTimeOffset);
}
ID_INLINE void idRenderWorld::DebugClear(int time) {
DebugClearLines(time);
DebugClearPolygons(time);
}
ID_INLINE void idRenderWorld::DebugBounds(const idVec4& color, const idBounds& bounds, const idVec3& org, const int lifetime, bool depthTest) {
DebugBounds(color, bounds, org, lifetime);
}
ID_INLINE size_t idRenderWorld::MemorySummary(const idCmdArgs& args) {
return 0;
}
ID_INLINE void idRenderWorld::ShowDebugLines(void) {
}
ID_INLINE void idRenderWorld::ShowDebugPolygons(void) {
}
ID_INLINE void idRenderWorld::ShowDebugText(void) {
}
ID_INLINE void idRenderWorld::DebugFOV(const idVec4& color, const idVec3& origin, const idVec3& dir, float farDot, float farDist, float nearDot, float nearDist, float alpha, int lifetime) {
}
#endif /* QUAKE4 */
#endif /* !__RENDERWORLD_H__ */