mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-12 08:11:10 +02:00
1030 lines
35 KiB
C++
1030 lines
35 KiB
C++
/*
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===========================================================================
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IceTech GPL Source Code
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Copyright (C) 2026 Justin Marshall
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This file is part of the IceTech GPL Source Code (?IceTech Source Code?).
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IceTech Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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IceTech Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with IceTech Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing Justin Marshall, justinmarshall20@gmail.com
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===========================================================================
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*/
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#ifndef __RENDERWORLD_H__
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#define __RENDERWORLD_H__
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class hhDeclBeam;
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#ifdef QUAKE4
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class rvRenderEffectLocal;
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class rvDeclMatType;
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#endif
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/*
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===============================================================================
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Render World
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===============================================================================
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*/
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#ifdef QUAKE4
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// RAVEN BEGIN
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// jscott: new proc format
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#define PROC_FILE_ID "PROC"
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#define PROC_FILE_EXT "proc"
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#define PROC_FILEVERSION 4
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// RAVEN END
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// RAVEN BEGIN
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// dluetscher: new MD5RProc file format
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#define MD5R_PROC_FILE_ID "MD5RProcVersion"
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#define MD5R_PROC_FILE_EXT "MD5RProc"
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#define MD5R_PROC_FILEVERSION 4
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// RAVEN END
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#else
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#define PROC_FILE_EXT "proc"
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#define PROC_FILE_ID "mapProcFile003"
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#endif
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// shader parms
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const int MAX_GLOBAL_SHADER_PARMS = 12;
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const int SHADERPARM_RED = 0;
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const int SHADERPARM_GREEN = 1;
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const int SHADERPARM_BLUE = 2;
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const int SHADERPARM_ALPHA = 3;
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const int SHADERPARM_TIMESCALE = 3;
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const int SHADERPARM_TIMEOFFSET = 4;
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const int SHADERPARM_DIVERSITY = 5; // random between 0.0 and 1.0 for some effects (muzzle flashes, etc)
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const int SHADERPARM_MODE = 7; // for selecting which shader passes to enable
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const int SHADERPARM_TIME_OF_DEATH = 7; // for the monster skin-burn-away effect enable and time offset
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// model parms
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const int SHADERPARM_MD5_SKINSCALE = 8; // for scaling vertex offsets on md5 models (jack skellington effect)
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const int SHADERPARM_MD3_FRAME = 8;
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const int SHADERPARM_MD3_LASTFRAME = 9;
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const int SHADERPARM_MD3_BACKLERP = 10;
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const int SHADERPARM_BEAM_END_X = 8; // for _beam models
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const int SHADERPARM_BEAM_END_Y = 9;
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const int SHADERPARM_BEAM_END_Z = 10;
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const int SHADERPARM_BEAM_WIDTH = 11;
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const int SHADERPARM_SPRITE_WIDTH = 8;
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const int SHADERPARM_SPRITE_HEIGHT = 9;
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const int SHADERPARM_PARTICLE_STOPTIME = 8; // don't spawn any more particles after this time
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#ifdef QUAKE4
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// RAVEN BEGIN
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// jscott: for effect brightness
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const int SHADERPARM_BRIGHTNESS = 6; // for the overall brightness of effects
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// RAVEN END
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// RAVEN BEGIN
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// dluetscher: added a default value for light detail levels
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#define DEFAULT_LIGHT_DETAIL_LEVEL 10.f
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// RAVEN END
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#endif
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#ifdef PREY
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const int SHADERPARM_MISC = 6; // aob
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const int SHADERPARM_ANY_DEFORM = 9; // Model deformation
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const int SHADERPARM_ANY_DEFORM_PARM1 = 10; // Model deformation parameter1
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const int SHADERPARM_ANY_DEFORM_PARM2 = 11; // Model deformation parameter2
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const int SHADERPARM_DISTANCE = 12; // CJR -- distance shader parm index
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// Always add to the end of the list so the old numbers don't change
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enum {
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DEFORMTYPE_NONE = 0,
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DEFORMTYPE_SCALE,
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DEFORMTYPE_VERTEXCOLOR,
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DEFORMTYPE_SPHERE,
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DEFORMTYPE_RIPPLE,
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DEFORMTYPE_PLANTSWAYX,
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DEFORMTYPE_PLANTSWAYY,
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DEFORMTYPE_FLATTEN,
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DEFORMTYPE_VIBRATE,
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DEFORMTYPE_SQUISH,
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DEFORMTYPE_TURBULENT, // 10
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DEFORMTYPE_RAYS,
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DEFORMTYPE_ALPHAGLOW,
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DEFORMTYPE_FATTEN,
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DEFORMTYPE_RIPPLECENTER,
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DEFORMTYPE_MELT,
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DEFORMTYPE_POD,
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DEFORMTYPE_DEATHEFFECT,
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DEFORMTYPE_WINDBLAST,
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DEFORMTYPE_PINCHPOINT,
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DEFORMTYPE_PORTAL
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//NOTE: Any added here should also be added to prey_defs.script
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};
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#endif
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// guis
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const int MAX_RENDERENTITY_GUI = 3;
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typedef enum renderGlobalFogMode_s {
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RENDER_GLOBAL_FOG_LINEAR,
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RENDER_GLOBAL_FOG_EXP,
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RENDER_GLOBAL_FOG_EXP2
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} renderGlobalFogMode_t;
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typedef struct renderGlobalFog_s {
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bool enabled;
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renderGlobalFogMode_t mode;
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float density;
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float start;
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float end;
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idVec4 color;
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} renderGlobalFog_t;
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#ifdef QUAKE4
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enum {
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RD_MISC = 0,
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RD_RENDERVIEW,
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RD_RENDER_STATE,
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RD_RENDERENT_UPDATE,
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RD_RENDERENT_FREE,
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RD_RENDERENT_ADD,
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RD_RENDERENT,
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RD_RENDERLIGHT_UPDATE,
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RD_RENDERLIGHT_FREE,
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RD_RENDERLIGHT_ADD,
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RD_RENDERLIGHT,
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RD_RENDEREFFECT_UPDATE,
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RD_RENDEREFFECT_FREE,
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RD_RENDEREFFECT_STOP,
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RD_RENDEREFFECT_ADD,
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RD_RENDEREFFECT,
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RD_SOUND_STATE,
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RD_SOUND,
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RD_HUD,
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RD_MAX_STATS
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};
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#endif
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typedef bool(*deferredEntityCallback_t)(renderEntity_s*, const renderView_s*);
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#ifdef QUAKE4
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// RAVEN BEGIN
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// bdube: attachments
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typedef struct attachedModel_s {
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idRenderModel* model;
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jointHandle_t joint;
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} attachedModel_t;
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// RAVEN END
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#endif
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#ifdef PREY
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#define MAX_BEAM_NODES 32
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typedef struct hhBeamNodes_s {
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idVec3 nodes[MAX_BEAM_NODES];
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} hhBeamNodes_t;
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#endif
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typedef struct renderEntity_s {
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idRenderModel* hModel; // this can only be null if callback is set
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int entityNum;
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int bodyId;
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// Entities that are expensive to generate, like skeletal models, can be
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// deferred until their bounds are found to be in view, in the frustum
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// of a shadowing light that is in view, or contacted by a trace / overlay test.
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// This is also used to do visual cueing on items in the view
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// The renderView may be NULL if the callback is being issued for a non-view related
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// source.
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// The callback function should clear renderEntity->callback if it doesn't
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// want to be called again next time the entity is referenced (ie, if the
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// callback has now made the entity valid until the next updateEntity)
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idBounds bounds; // only needs to be set for deferred models and md5s
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deferredEntityCallback_t callback;
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void* callbackData; // used for whatever the callback wants
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// player bodies and possibly player shadows should be suppressed in views from
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// that player's eyes, but will show up in mirrors and other subviews
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// security cameras could suppress their model in their subviews if we add a way
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// of specifying a view number for a remoteRenderMap view
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int suppressSurfaceInViewID;
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int suppressShadowInViewID;
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// world models for the player and weapons will not cast shadows from view weapon
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// muzzle flashes
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int suppressShadowInLightID;
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// if non-zero, the surface and shadow (if it casts one)
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// will only show up in the specific view, ie: player weapons
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int allowSurfaceInViewID;
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#ifdef QUAKE4
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// RAVEN BEGIN
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// bdube: hiding surfaces
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// Mask of surfaces which should be suppresesed when rendering the entity
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int suppressSurfaceMask;
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// RAVEN END
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#endif
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// positioning
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// axis rotation vectors must be unit length for many
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// R_LocalToGlobal functions to work, so don't scale models!
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// axis vectors are [0] = forward, [1] = left, [2] = up
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idVec3 origin;
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idMat3 axis;
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// texturing
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const idMaterial* customShader; // if non-0, all surfaces will use this
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const idMaterial* referenceShader; // used so flares can reference the proper light shader
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#ifdef QUAKE4
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// RAVEN BEGIN
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// bdube: overlay shaders
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const idMaterial* overlayShader; // overlays the model on top of itself with this shader (originally for powerups)
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// RAVEN END
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#endif
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const idDeclSkin* customSkin; // 0 for no remappings
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#ifdef QUAKE4
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// RAVEN BEGIN
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int referenceSoundHandle; // for shader sound tables, allowing effects to vary with sounds
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// RAVEN END
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#endif // jmarshall add support here
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class idSoundEmitter* referenceSound; // for shader sound tables, allowing effects to vary with sounds
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float shaderParms[MAX_ENTITY_SHADER_PARMS]; // can be used in any way by shader or model generation
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#ifdef QUAKE4
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// RAVEN BEGIN
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// mwhitlock: Xenon texture streaming
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#if defined(_XENON)
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idList<idMaterial*> allMaterials;
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#endif
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// RAVEN END
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#endif
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// networking: see WriteGUIToSnapshot / ReadGUIFromSnapshot
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class idUserInterface* gui[MAX_RENDERENTITY_GUI];
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struct renderView_s* remoteRenderView; // any remote camera surfaces will use this
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int numJoints;
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idJointMat* joints; // array of joints that will modify vertices.
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// NULL if non-deformable model. NOT freed by renderer
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float modelDepthHack; // squash depth range so particle effects don't clip into walls
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#ifdef PREY
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const hhDeclBeam* declBeam; // HUMANHEAD beam information
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hhBeamNodes_t* beamNodes; // HUMANHEAD beam node array (sized to the number of beams in the system)
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bool onlyVisibleInSpirit; // HUMANHEAD: visible only in spiritwalking/deathwalking
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bool onlyInvisibleInSpirit; // HUMANHEAD: invisible only in spiritwalking/deathwalking
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bool lowSkippable; // HUMANHEAD bjk: skippable in low quality
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float eyeDistance; // HUMANHEAD pdm: precalculated distance to eye
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#endif
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// options to override surface shader flags (replace with material parameters?)
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bool noSelfShadow; // cast shadows onto other objects,but not self
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bool noShadow; // no shadow at all
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bool noDynamicInteractions; // don't create any light / shadow interactions after
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// the level load is completed. This is a performance hack
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// for the gigantic outdoor meshes in the monorail map, so
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// all the lights in the moving monorail don't touch the meshes
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#ifdef QUAKE4
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// RAVEN BEGIN
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bool forceUpdate; // force an update
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// bdube: weapon depth hack only in a given view id
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int weaponDepthHackInViewID;// squash depth range so view weapons don't poke into walls
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// RAVEN END
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// RAVEN BEGIN
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// ddynerman: Wolf LOD code
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float shadowLODDistance;
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int suppressLOD;
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// RAVEN END
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#else
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bool weaponDepthHack; // squash depth range so view weapons don't poke into walls
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// this automatically implies noShadow
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#ifdef PREY
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bool forceUpdate; // force an update (NOTE: not a bool to keep this struct a multiple of 4 bytes)
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#else
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int forceUpdate; // force an update (NOTE: not a bool to keep this struct a multiple of 4 bytes)
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#endif
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#endif
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int timeGroup;
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int xrayIndex;
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} renderEntity_t;
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typedef struct renderLight_s {
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idMat3 axis; // rotation vectors, must be unit length
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idVec3 origin;
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// if non-zero, the light will not show up in the specific view,
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// which may be used if we want to have slightly different muzzle
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// flash lights for the player and other views
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int suppressLightInViewID;
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// if non-zero, the light will only show up in the specific view
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// which can allow player gun gui lights and such to not effect everyone
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int allowLightInViewID;
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#ifdef QUAKE4
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// RAVEN BEGIN
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// dluetscher: added a min light detail level setting that describes when this light is visible
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float detailLevel;
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// RAVEN END
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#endif
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// I am sticking the four bools together so there are no unused gaps in
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// the padded structure, which could confuse the memcmp that checks for redundant
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// updates
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bool noShadows; // (should we replace this with material parameters on the shader?)
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bool noSpecular; // (should we replace this with material parameters on the shader?)
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#ifdef PREY
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bool lowSkippable;
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#endif
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#ifdef QUAKE4
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// RAVEN BEGIN
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// ddynerman: no dynamic shadows - allows dmap to create optimized static shadows, but prevents dynamic shadows
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bool noDynamicShadows;
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// RAVEN END
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#endif
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bool pointLight; // otherwise a projection light (should probably invert the sense of this, because points are way more common)
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bool parallel; // lightCenter gives the direction to the light at infinity
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#ifdef QUAKE4
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bool globalLight; // Whether this is a global light or not.
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#endif
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idVec3 lightRadius; // xyz radius for point lights
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idVec3 lightCenter; // offset the lighting direction for shading and
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// shadows, relative to origin
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// frustum definition for projected lights, all reletive to origin
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// FIXME: we should probably have real plane equations here, and offer
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// a helper function for conversion from this format
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idVec3 target;
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idVec3 right;
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idVec3 up;
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idVec3 start;
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idVec3 end;
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// Dmap will generate an optimized shadow volume named _prelight_<lightName>
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// for the light against all the _area* models in the map. The renderer will
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// ignore this value if the light has been moved after initial creation
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idRenderModel* prelightModel;
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// muzzle flash lights will not cast shadows from player and weapon world models
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int lightId;
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const idMaterial* shader; // NULL = either lights/defaultPointLight or lights/defaultProjectedLight
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float shaderParms[MAX_ENTITY_SHADER_PARMS]; // can be used in any way by shader
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#ifdef QUAKE4
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// RAVEN BEGIN
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int referenceSoundHandle; // for shader sound tables, allowing effects to vary with sounds
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// mwhitlock: Xenon texture streaming
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#if defined(_XENON)
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idList<idMaterial*> allMaterials;
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#endif
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#endif
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// RAVEN END
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idSoundEmitter* referenceSound; // for shader sound tables, allowing effects to vary with sounds
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} renderLight_t;
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#ifdef QUAKE4
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// RAVEN BEGIN
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// jscott: for handling of effects
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typedef struct renderEffect_s {
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const idDecl* declEffect;
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float startTime;
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int suppressSurfaceInViewID;
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int allowSurfaceInViewID;
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int groupID;
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idVec3 origin;
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idMat3 axis;
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idVec3 gravity;
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idVec3 endOrigin;
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float attenuation;
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bool hasEndOrigin;
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bool loop; // effect is looping
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bool ambient; // effect is from an entity
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bool inConnectedArea;
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int weaponDepthHackInViewID; // squash depth range so view weapons don't poke into walls
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float modelDepthHack;
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int referenceSoundHandle; // for shader sound tables, allowing effects to vary with sounds
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float shaderParms[MAX_ENTITY_SHADER_PARMS]; // can be used in any way by shader or model generation
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} renderEffect_t;
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// RAVEN END
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// RAVEN BEGIN
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// jscott: effect handling in the renderer
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class rvRenderEffect {
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public:
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virtual ~rvRenderEffect(void) {}
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};
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// RAVEN END
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class rvRenderEffectLocal : rvRenderEffect
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{
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public:
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renderEffect_s parms;
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//renderEffect_s gameParms;
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int gameTime;
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int serviceTime;
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bool newEffect;
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bool expired;
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class rvBSE* effect;
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idBounds referenceBounds;
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float modelMatrix[16];
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class idRenderWorldLocal* world;
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int lastModifiedFrameNum;
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bool archived;
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int viewCount;
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//viewEffect_s* viewEffect;
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int visibleCount;
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//areaReference_s* effectRefs;
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//cullLink_t* cullLinks;
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bool remove;
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int updateFramenum;
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idLinkList<rvRenderEffectLocal> node;
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int index;
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idRenderModel* dynamicModel;
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int dynamicModelFrameCount;
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};
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// RAVEN END
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#endif
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typedef struct renderView_s {
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// player views will set this to a non-zero integer for model suppress / allow
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// subviews (mirrors, cameras, etc) will always clear it to zero
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int viewID;
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// sized from 0 to SCREEN_WIDTH / SCREEN_HEIGHT (640/480), not actual resolution
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|
int x, y, width, height;
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float fov_x, fov_y;
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|
idVec3 vieworg;
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|
idMat3 viewaxis; // transformation matrix, view looks down the positive X axis
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bool cramZNear; // for cinematics, we want to set ZNear much lower
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|
bool forceUpdate; // for an update
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#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
|
|
|
|
#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;
|
|
|
|
|
|
#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;
|
|
|
|
//-------------- 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__ */
|