mirror of
https://github.com/ptitSeb/Serious-Engine
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578 lines
23 KiB
C++
Executable File
578 lines
23 KiB
C++
Executable File
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program 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 along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#ifndef SE_INCL_RENDER_INTERNAL_H
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#define SE_INCL_RENDER_INTERNAL_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Base/Lists.h>
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#include <Engine/Math/FixInt.h>
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#include <Engine/Graphics/RenderScene.h>
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#include <Engine/Templates/DynamicStackArray.h>
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#include <Engine/Templates/DynamicContainer.h>
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#include <Engine/World/World.h>
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#include <Engine/World/WorldSettings.h>
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#include <Engine/Templates/StaticStackArray.h>
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#include <Engine/Brushes/Brush.h>
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#include <Engine/Brushes/BrushTransformed.h>
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#undef ALIGNED_NEW_AND_DELETE
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#ifdef NDEBUG
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#define ALIGNED_NEW_AND_DELETE(align) \
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void *operator new[] (size_t size) { return AllocMemoryAligned(size, align); }; \
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void operator delete[] (void* ptr) { FreeMemoryAligned(ptr); };
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#else
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#define ALIGNED_NEW_AND_DELETE(align)
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#endif
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// type of edge orientation on screen
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enum LineDirectionType {
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LDT_ASCENDING, // edge is going bottom to top
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LDT_DESCENDING, // edge is going top to bottom
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LDT_HORIZONTAL, // edge is horizontal
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};
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// polygon direction flags
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#define PDF_FLIPEDGESPRE (1UL<<0) // flip edges before clipping
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#define PDF_FLIPEDGESPOST (1UL<<1) // flip edges after clipping
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#define PDF_POLYGONVISIBLE (1UL<<2) // polygon is visible
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/*
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* A polygon projected to screen, clipped and used in rendering.
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*/
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class CScreenPolygon {
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public:
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// planar gradients of depth for this polygon used in sorting
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CPlanarGradients spo_pgOoK;
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ScenePolygon spo_spoScenePolygon; // holder for scene data of this polygon
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CBrushPolygon *spo_pbpoBrushPolygon;
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BOOL spo_bActive; // set if active in rendering
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CListNode spo_lnInStack; // node in surface stack
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INDEX spo_iInStack; // counter of additions to surface stack
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class CScreenEdge *spo_psedSpanStart; // edge where polygon's span started
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UBYTE spo_ubIllumination; // illumination of the polygon (when rendering shadows)
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UBYTE spo_ubSpanAdded; // set if polygon has created any span yet
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UBYTE spo_ubDirectionFlags; // set if should invert polygon edges
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UBYTE spo_ubDummy;
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INDEX spo_iEdgeVx0; // first vertex of edge vertices
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INDEX spo_ctEdgeVx; // number of vertices of edge vertices
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INDEX spo_ised0; // first screen edge
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INDEX spo_ctsed; // number of screen edges
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PIX spo_pixMinI; // bounding box on screen
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PIX spo_pixMinJ;
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PIX spo_pixMaxI;
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PIX spo_pixMaxJ;
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PIX spo_pixTotalArea; // sum of all visible spans
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/* Default constructor. */
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CScreenPolygon(void) {
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#ifndef NDEBUG
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spo_iInStack = 0;
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#endif
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};
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/* Destructor. */
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inline ~CScreenPolygon(void);
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/* Test if this polygon is a portal. */
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inline BOOL IsPortal(void) {
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return spo_pbpoBrushPolygon!=NULL && spo_pbpoBrushPolygon->bpo_ulFlags&BPOF_RENDERASPORTAL;
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};
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/* Clear the object. */
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inline void Clear(void) {};
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};
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// transformed vertex used in rendering
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class CViewVertex {
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public:
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FLOAT3D vvx_vView; // coordinates in view space
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FLOAT vvx_fD; // distance from clip plane
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ULONG vvx_ulOutcode; // outcode of the vertex -> bits set if polygon is behind the plane
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FLOAT vvx_fI; // screen-space coordinates
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FLOAT vvx_fJ;
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};
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/*
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* An edge projected to screen, clipped and used in rendering.
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*/
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class CScreenEdge {
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public:
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// first block is data needed for ASER
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FIX16_16 sed_xI; // top I coordinate
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FIX16_16 sed_xIStep; // I coordinate step per scan line
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CScreenPolygon *sed_pspo; // polygon
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BOOL sed_bAdded; // set if added to add/active list
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CScreenEdge *sed_psedNextRemove; // node in remove list
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// second block is data needed for clipping etc.
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enum LineDirectionType sed_ldtDirection; // edge orientation on screen
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PIX sed_pixTopJ; // top and bottom J coordinates of the edge
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PIX sed_pixBottomJ;
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ALIGNED_NEW_AND_DELETE(32);
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/* Clear the object. */
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inline void Clear(void) {};
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};
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#define ACE_REMOVED 0x7FFFFFFF // I coordinate for removed edges
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/*
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* Structure used for sorting edges in active list
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*/
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class CActiveEdge {
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public:
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FIX16_16 ace_xI; // top I coordinate
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FIX16_16 ace_xIStep; // I coordinate step per scan line
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CScreenEdge *ace_psedEdge; // the edge
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ULONG ace_ulDummy; // alignment to 16 bytes
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ALIGNED_NEW_AND_DELETE(32);
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inline CActiveEdge(void) {};
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inline CActiveEdge(CScreenEdge *psed)
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: ace_xI(psed->sed_xI)
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, ace_xIStep(psed->sed_xIStep)
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, ace_psedEdge(psed)
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{};
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inline void Clear(void) {};
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};
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/*
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* Structure used for sorting edges in add list
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*/
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class CAddEdge { // size is 16 bytes
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public:
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FIX16_16 ade_xI; // top I coordinate
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CListNode ade_lnInAdd; // node in add list
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CScreenEdge *ade_psedEdge; // the edge
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ALIGNED_NEW_AND_DELETE(32);
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inline CAddEdge(void) {};
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inline CAddEdge(CScreenEdge *psed)
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: ade_xI(psed->sed_xI)
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, ade_psedEdge(psed)
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{};
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inline void Clear(void) {
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ade_lnInAdd.ln_Succ = NULL;
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ade_lnInAdd.ln_Pred = NULL;
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};
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};
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/*
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* A span of a polygon on current scan line.
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*/
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class CSpan {
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public:
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CScreenEdge *sp_psedEdge0; // edge left of this span
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CScreenEdge *sp_psedEdge1; // edge right of this span
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CScreenPolygon *sp_pspoPolygon; // polygon of this span
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/* Clear the object. */
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inline void Clear(void) {};
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};
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/* We must declare dummy clear functions for external classes that
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* get stored in dynamic stack arrays.
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*/
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inline void Clear(Vector<float,2> &dummy) {};
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/*
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* Model that is to be rendered in this frame.
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*/
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#define DMF_HASALPHA (1UL<<0) // if the model uses alpha blending (sorted last)
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#define DMF_VISIBLE (1UL<<1) // really visible (particles are rendered even for invisibles)
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#define DMF_FOG (1UL<<2) // in fog
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#define DMF_HAZE (1UL<<3) // in haze
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#define DMF_INSIDE (1UL<<4) // completely inside frustum (not clipped)
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#define DMF_INMIRROR (1UL<<5) // completely inside mirror (not clipped)
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class CDelayedModel {
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public:
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FLOAT dm_fDistance; // Z distance from viewer (for sorting)
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FLOAT dm_fMipFactor; // mip factor of the model
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ULONG dm_ulFlags; // various flags
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CEntity *dm_penModel; // the model entity
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CModelObject *dm_pmoModel; // model of the entity
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__forceinline void Clear(void) {};
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};
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/*
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* Lens flare that could rendered in this frame.
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*/
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#define LFF_ACTIVE (1UL<<0) // set if was active in this frame
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#define LFF_VISIBLE (1UL<<1) // set if the light source is visible in this frame
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#define LFF_FOG (1UL<<2) // in fog
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#define LFF_HAZE (1UL<<3) // in haze
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class CLensFlareInfo {
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public:
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INDEX lfi_iID; // unique ID of a lens flare info
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ULONG lfi_ulDrawPortID; // unique ID of the lens flare's drawport
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CLightSource *lfi_plsLightSource; // the light source
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FLOAT3D lfi_vProjected; // coordinates in view space (for fog and haze)
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FLOAT lfi_fI, lfi_fJ; // position of light source on screen in this frame
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FLOAT lfi_fDistance; // distance of light source from viewer in this frame
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FLOAT lfi_fOoK; // depth of light source in this frame
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TIME lfi_tmLastFrame; // last time it was animated
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INDEX lfi_iMirrorLevel; // mirror recursion level in which the flare is
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FLOAT lfi_fFadeFactor; // current fade ratio (0..1)
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ULONG lfi_ulFlags; // various flags
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__forceinline void Clear(void) { };
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};
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class CTranslucentPolygon {
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public:
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FLOAT tp_fViewerDistance;
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ScenePolygon *tp_pspoPolygon;
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__forceinline void Clear(void) {};
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};
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class CMirror {
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public:
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INDEX mi_iMirrorType; // mirror index
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FLOATplane3D mi_plPlane; // plane in absolute space
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FLOAT3D mi_vClosest; // point closest to viewer, in view space
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PIXaabbox2D mi_boxOnScreen; // bounding box of the mirror on screen
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FLOAT mi_fpixArea; // total area of mirror
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FLOAT mi_fpixMaxPolygonArea; // max area of single polygon of mirror
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// parameters
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CMirrorParameters mi_mp;
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// for mirrors
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CDynamicContainer<CScreenPolygon> mi_cspoPolygons; // polygons of the mirror
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void Clear(void);
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// add given polygon to this mirror
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void AddPolygon(CRenderer &re, CScreenPolygon &spo);
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// calculate all needed data from screen polygons
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void FinishAdding(void);
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};
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/*
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* Object that performs rendering of a scene as seen by an entity.
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*/
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class CRenderer {
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public:
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// implementation:
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INDEX re_iIndex; // index of this renderer in static array
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CWorld *re_pwoWorld; // world to render
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CDrawPort *re_pdpDrawPort; // drawport that is drawn on
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// where the spans are emitted
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struct ScenePolygon *re_pspoFirst;
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struct ScenePolygon *re_pspoFirstTranslucent;
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struct ScenePolygon *re_pspoFirstBackground;
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struct ScenePolygon *re_pspoFirstBackgroundTranslucent;
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FLOATaabbox3D re_boxViewer; // bounding box of viewer
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CEntity *re_penViewer; // entity that is viewed from
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CDynamicContainer<CScreenPolygon> *re_pcspoViewPolygons; // polygons that is viewed from (for mirrors)
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CAnyProjection3D re_prProjection; // projection to viewer space
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FLOAT3D re_vdViewSphere;
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FLOAT re_dViewSphereR;
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// used for fixing problems with extra trapezoids generated on t-junctions
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FLOAT re_fEdgeOffsetI;
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FLOAT re_fEdgeAdjustK;
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BOOL re_bBackgroundEnabled; // set if should render background objects in background
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CEntity *re_penBackgroundViewer; // background viewer entity
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CAnyProjection3D re_prBackgroundProjection; // projection for background
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PIX re_pixSizeI;
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FLOAT re_fMinJ; // top row
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FLOAT re_fMaxJ; // bottom row+1
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FLOATaabbox2D re_fbbClipBox; // clip rectangle on screen
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BOOL re_bRenderingShadows; // set if rendering shadows instead of normal view
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BOOL re_bDirectionalShadows; // set if rendering directional shadows
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UBYTE *re_pubShadow; // byte-packed shadow mask
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SLONG re_slShadowWidth;
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SLONG re_slShadowHeight;
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BOOL re_bSomeLightExists; // set if rendering light, and at least one pixel is lighted
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BOOL re_bSomeDarkExists; // set if rendering light, and at least one pixel is dark
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UBYTE re_ubLightIllumination; // the illumination type used by light rendering shadows
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COLOR re_colSelection; // selection color
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BOOL re_bCurrentSectorHasFog; // set if currently added sector has fog
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BOOL re_bCurrentSectorHasHaze; // set if currently added sector has haze
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BOOL re_bViewerInHaze; // set if viewer is viewing from a hazed sector
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ULONG re_ulVisExclude; // for visibility tweaking
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ULONG re_ulVisInclude;
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INDEX re_iViewVx0; // first view vertex for current sector
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FLOATplane3D re_plClip; // current clip plane
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CBrush3D *re_pbrCurrent; // current brush
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CBrushSector *re_pbscCurrent; // current sector
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// screen edges
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static CDynamicStackArray<CAddEdge> re_aadeAddEdges;
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static CDynamicStackArray<CScreenEdge> re_asedScreenEdges;
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// spans for current scan line
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static CDynamicStackArray<CSpan> re_aspSpans;
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// structures needed to render the scanned scene (separated for each renderer)
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CDynamicStackArray<CScreenPolygon> re_aspoScreenPolygons;
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CDynamicStackArray<CDelayedModel> re_admDelayedModels; // model entities to be renderer later
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CDynamicContainer<CEntity> re_cenDrawn; // all drawn entities (for drawing target lines etc.)
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CStaticStackArray<CLensFlareInfo> re_alfiLensFlares; // active lens flares
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CDynamicStackArray<CMirror> re_amiMirrors; // mirrors/portals for recursion
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CStaticStackArray<CViewVertex> re_avvxViewVertices; // transformed vertices
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CStaticStackArray<INDEX> re_aiEdgeVxMain;
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// vertices clipped to current clip plane
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static CStaticStackArray<INDEX> re_aiClipBuffer;
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// buffers for edges of polygons
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static CStaticStackArray<INDEX> re_aiEdgeVxClipSrc;
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static CStaticStackArray<INDEX> re_aiEdgeVxClipDst;
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// add and remove lists for each scan line
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static CStaticArray<CListHead> re_alhAddLists;
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static CStaticArray<INDEX> re_actAddCounts; // count of edges in given add list
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static CStaticArray<CScreenEdge *> re_apsedRemoveFirst;
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// container for sorting translucent polygons
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static CDynamicStackArray<CTranslucentPolygon> re_atcTranslucentPolygons;
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public:
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INDEX re_ctScanLines; // number of scanlines
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PIX re_pixTopScanLineJ; // J coordinate of the top scanline
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PIX re_pixBottomScanLineJ; // J coordinate of the bottom scanline
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CListHead re_lhActiveBrushes; // list of active brushes
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CListHead re_lhActiveSectors; // list of active sectors
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CListHead re_lhActiveTerrains; // list of active terrains
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static CStaticStackArray<CActiveEdge> re_aaceActiveEdges; // active edges for current scan line
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static CStaticStackArray<CActiveEdge> re_aaceActiveEdgesTmp;
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INDEX re_iCurrentScan; // index of current scan line in tables
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PIX re_pixCurrentScanJ; // J coordinate of current scan line
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FLOAT re_fCurrentScanJ;
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FIX16_16 re_xCurrentScanI; // I coordinate on current scan line
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BOOL re_bCoherentScanLine; // set if this line is coherent with previous one
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CScreenEdge re_sedLeftSentinel; // sentinel edges for list of active edges
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CScreenEdge re_sedRightSentinel;
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CScreenPolygon re_spoFarSentinel; // sentinel polygon for surface stack
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CListHead re_lhSurfaceStack; // list of polygons in stack - closest first
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/* Determine color to use for coloring vertices. */
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static inline COLOR ColorForVertices(COLOR colPolygon, COLOR colSector);
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/* Determine color to use for coloring edges. */
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static inline COLOR ColorForEdges(COLOR colPolygon, COLOR colSector);
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/* Determine color to use for coloring polygons. */
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static inline COLOR ColorForPolygons(COLOR colPolygon, COLOR colSector);
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/* Draw vertices and/or edges of a brush sector. */
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void DrawBrushPolygonVerticesAndEdges(CBrushPolygon &bpoPolygon);
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void DrawBrushSectorVerticesAndEdges(CBrushSector &bscSector);
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/* Draw edges of a field brush sector. */
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void DrawFieldBrushSectorEdges(CBrushSector &bscSector);
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/* Make a screen edge from two vertices. */
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inline void MakeScreenEdge(CScreenEdge &sed, FLOAT fI0, FLOAT fJ0, FLOAT fI1, FLOAT fJ1);
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// set scene rendering parameters for one polygon texture
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inline void SetOneTextureParameters(CBrushPolygon &bpo, ScenePolygon &spo, INDEX iTexture);
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/* Make a screen polygon for a brush polygon */
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CScreenPolygon *MakeScreenPolygon(CBrushPolygon &bpo);
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/* Add a polygon to scene rendering. */
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void AddPolygonToScene(CScreenPolygon *pspo);
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// check if a sector is inside view frustum
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__forceinline INDEX IsSectorVisible(CBrush3D &br, CBrushSector &bsc);
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// check if a polygon is to be visible
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__forceinline ULONG GetPolygonVisibility(const CBrushPolygon &bpo);
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// check if polygon is outside viewfrustum
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__forceinline BOOL IsPolygonCulled(const CBrushPolygon &bpo);
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// setup fog/haze for current sector
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void SetupFogAndHaze(void);
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// transform vertices in current sector before clipping
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void PreClipVertices(void);
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// transform planes in current sector before clipping
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void PreClipPlanes(void);
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// make initial edges for a polygon
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void MakeInitialPolygonEdges(CBrushPolygon &bpo, CScreenPolygon &spo, BOOL bInverted);
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// find which portals should be rendered as portals or as pretenders
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void FindPretenders(void);
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// make screen polygons for nondetail polygons in current sector
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void MakeNonDetailScreenPolygons(void);
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// make screen polygons for detail polygons in current sector
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void MakeDetailScreenPolygons(void);
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// make final edges for all polygons in current sector
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void MakeFinalPolygonEdges(void);
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// add screen edges for all polygons in current sector
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void AddScreenEdges(void);
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// clip all polygons to one clip plane
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void ClipToOnePlane(const FLOATplane3D &plView);
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// clip all polygons to all clip planes of a projection
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void ClipToAllPlanes(CAnyProjection3D &pr);
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// make outcodes for current clip plane for all active vertices
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__forceinline BOOL MakeOutcodes(void);
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// clip one polygon to current clip plane
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void ClipOnePolygon(CScreenPolygon &spo);
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// generate clip edges for one polygon
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void GenerateClipEdges(CScreenPolygon &spo);
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// project vertices in current sector after clipping
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void PostClipVertices(void);
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// switch a screen edge to using containers
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inline void SwitchEdgeToContainers(CScreenEdge &sed);
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/* Add an edge to add list of its top scanline and remove list at its bottom line. */
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inline void AddEdgeToAddAndRemoveLists(CScreenEdge &sed);
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/* Add all edges in add list to active list. */
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inline void AddAddListToActiveList(INDEX iScanLine);
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/* Remove all edges in remove list from active list and from other lists. */
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inline void RemRemoveListFromActiveList(CScreenEdge *psedFirst);
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/* Step all edges in active list by one scan line and resort them. */
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inline void StepAndResortActiveList(void);
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/* Copy I coordinates from active list to edge data. */
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inline void CopyActiveCoordinates(void);
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/* Remove an active portal from rendering */
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inline void RemovePortal(CScreenPolygon &spo);
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/* Add a sector of a brush to rendering queues. */
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void AddActiveSector(CBrushSector &bscSector);
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/* Add sector(s) adjoined to a portal to rendering and remove the portal. */
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void PassPortal(CScreenPolygon &spo);
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/* Generate a span for a polygon on current scan line. */
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inline void MakeSpan(CScreenPolygon &spo, CScreenEdge *psed0, CScreenEdge *psed1);
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/* Add spans in current line to scene. */
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void AddSpansToScene(void);
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/* Add a mirror/portal. */
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void AddMirror(CScreenPolygon &spo);
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/* Add a polygon to surface stack. */
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inline BOOL AddPolygonToSurfaceStack(CScreenPolygon &spo);
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/* Remove a polygon from surface stack. */
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inline BOOL RemPolygonFromSurfaceStack(CScreenPolygon &spo);
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/* Swap two polygons in surface stack. */
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inline BOOL SwapPolygonsInSurfaceStack(CScreenPolygon &spoOld, CScreenPolygon &spoNew);
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/* Remove all polygons from surface stack. */
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inline void FlushSurfaceStack(void);
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// update VisTweak flags with given zoning sector
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inline void UpdateVisTweaks(CBrushSector *pbsc);
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/* Initialize list of active edges and surface stack. */
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void InitScanEdges(void);
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/* Clean up list of active edges and surface stack. */
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void EndScanEdges(void);
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/* Scan list of active edges into spans. */
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inline CScreenPolygon *ScanOneLine(void);
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/* Rasterize edges into spans. */
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void ScanEdges(void);
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/* Render wireframe brushes. */
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void RenderWireFrameBrushes(void);
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/* Find lights for one model. */
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BOOL FindModelLights( CEntity &en, const CPlacement3D &plModel, COLOR &colLight, COLOR &colAmbient,
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FLOAT &fTotalShadowIntensity, FLOAT3D &vTotalLightDirection, FLOATplane3D &plFloorPlane);
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/* Render a model. */
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void RenderOneModel( CEntity &en, CModelObject &moModel, const CPlacement3D &plModel,
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const FLOAT fDistanceFactor, BOOL bRenderShadow, ULONG ulDMFlags);
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/* Render a ska model. */
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void RenderOneSkaModel( CEntity &en, const CPlacement3D &plModel,
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const FLOAT fDistanceFactor, BOOL bRenderShadow, ULONG ulDMFlags);
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/* Render models that were kept for delayed rendering. */
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void RenderModels(BOOL bBackground);
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/* Render active terrains */
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void RenderTerrains(void);
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/* Render active terrains in wireframe mode */
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void RenderWireFrameTerrains(void);
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/* Render particles for models that were kept for delayed rendering. */
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void RenderParticles(BOOL bBackground);
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// render one arrow given its 3d coordinates in world
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void ProjectClipAndDrawArrow(
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const FLOAT3D &v0, const FLOAT3D &v1, COLOR colColor);
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/* Render target lines for each drawn entity that has some targets. */
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void RenderEntityTargets(void);
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/* Render entity names. */
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void RenderEntityNames(void);
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/* Render lens flares. */
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void RenderLensFlares(void);
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/* Sort a list of translucent polygons. */
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ScenePolygon *SortTranslucentPolygons(ScenePolygon *pspoFirst);
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/* Prepare a brush entity for rendering if it is not yet prepared. */
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void PrepareBrush(CEntity *penBrush);
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/* Add a non-zoning brush entity to rendering list (add all sectors immediately). */
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void AddNonZoningBrush(CEntity *penBrush, CBrushSector *pbscThatAdds);
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/* Add a model entity to rendering. */
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void AddModelEntity(CEntity *penModel);
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/* Add a ska model entity to rendering. */
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void AddSkaModelEntity(CEntity *penModel);
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/* Add a terrain entity to rendering list. */
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void AddTerrainEntity(CEntity *penTerrain);
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/* Add a lens flare to rendering. */
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void AddLensFlare(CEntity *penLight, CLightSource *pls, CProjection3D *pprProjection, INDEX iMirrorLevel=0);
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/* Add to rendering all entities in the world (used in special cases in world editor). */
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void AddAllEntities(void);
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/* Add to rendering all entities that are inside an zoning brush sector. */
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void AddEntitiesInSector(CBrushSector *pbscSectorInside);
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/* Add to rendering all zoning brush sectors that an entity is in. */
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void AddZoningSectorsAroundEntity(CEntity *pen, const FLOAT3D &vEyesPos);
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/* Add to rendering one particular zoning brush sector. */
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void AddGivenZoningSector(CBrushSector *pbscSector);
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/* Add to rendering all zoning brush sectors near a given box in absolute space. */
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void AddZoningSectorsAroundBox(const FLOATaabbox3D &boxNear);
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/* Add to rendering all entities that are inside a given box. */
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void AddEntitiesInBox(const FLOATaabbox3D &boxNear);
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/* Constructor. */
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CRenderer(void);
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/* Destructor. */
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~CRenderer(void);
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// initialize clipping rectangle
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void InitClippingRectangle(PIX pixMinI, PIX pixMinJ, PIX pixSizeI, PIX pixSizeJ);
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// do the rendering
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void Render(void);
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// initialize all rendering structures
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void Initialize(void);
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// add initial sectors to active lists
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void AddInitialSectors(void);
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// scan through portals for other sectors
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void ScanForOtherSectors(void);
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// cleanup after scanning
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void CleanupScanning(void);
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// draw the prepared things to screen
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void DrawToScreen(void);
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// draw mirror polygons to z-buffer to enable drawing of mirror
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void FillMirrorDepth(CMirror &mi);
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};
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// Render a world with some viewer, projection and drawport. (viewer may be NULL)
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// internal version used for rendering shadows
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extern ULONG RenderShadows(CWorld &woWorld, CEntity &enViewer,
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CAnyProjection3D &prProjection, const FLOATaabbox3D &boxViewer,
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UBYTE *pubShadowMask, SLONG slShadowWidth, SLONG slShadowHeight,
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UBYTE ubIllumination);
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#endif /* include-once check. */
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