mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-21 19:51:04 +00:00
356 lines
11 KiB
C++
356 lines
11 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 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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Doom 3 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "tr_local.h"
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int c_turboUsedVerts;
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int c_turboUnusedVerts;
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/*
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=====================
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R_CreateVertexProgramTurboShadowVolume
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are dangling edges that are outside the light frustum still making planes?
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=====================
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*/
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srfTriangles_t *R_CreateVertexProgramTurboShadowVolume( const idRenderEntityLocal *ent,
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const srfTriangles_t *tri, const idRenderLightLocal *light,
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srfCullInfo_t &cullInfo ) {
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int i, j;
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srfTriangles_t *newTri;
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silEdge_t *sil;
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const glIndex_t *indexes;
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const byte *facing;
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R_CalcInteractionFacing( ent, tri, light, cullInfo );
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if ( r_useShadowProjectedCull.GetBool() ) {
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R_CalcInteractionCullBits( ent, tri, light, cullInfo );
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}
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int numFaces = tri->numIndexes / 3;
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int numShadowingFaces = 0;
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facing = cullInfo.facing;
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// if all the triangles are inside the light frustum
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if ( cullInfo.cullBits == LIGHT_CULL_ALL_FRONT || !r_useShadowProjectedCull.GetBool() ) {
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// count the number of shadowing faces
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for ( i = 0; i < numFaces; i++ ) {
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numShadowingFaces += facing[i];
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}
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numShadowingFaces = numFaces - numShadowingFaces;
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} else {
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// make all triangles that are outside the light frustum "facing", so they won't cast shadows
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indexes = tri->indexes;
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byte *modifyFacing = cullInfo.facing;
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const byte *cullBits = cullInfo.cullBits;
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for ( j = i = 0; i < tri->numIndexes; i += 3, j++ ) {
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if ( !modifyFacing[j] ) {
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int i1 = indexes[i+0];
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int i2 = indexes[i+1];
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int i3 = indexes[i+2];
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if ( cullBits[i1] & cullBits[i2] & cullBits[i3] ) {
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modifyFacing[j] = 1;
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} else {
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numShadowingFaces++;
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}
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}
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}
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}
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if ( !numShadowingFaces ) {
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// no faces are inside the light frustum and still facing the right way
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return NULL;
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}
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// shadowVerts will be NULL on these surfaces, so the shadowVerts will be taken from the ambient surface
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newTri = R_AllocStaticTriSurf();
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newTri->numVerts = tri->numVerts * 2;
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// alloc the max possible size
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#ifdef USE_TRI_DATA_ALLOCATOR
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R_AllocStaticTriSurfIndexes( newTri, ( numShadowingFaces + tri->numSilEdges ) * 6 );
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glIndex_t *tempIndexes = newTri->indexes;
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glIndex_t *shadowIndexes = newTri->indexes;
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#else
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glIndex_t *tempIndexes = (glIndex_t *)_alloca16( tri->numSilEdges * 6 * sizeof( tempIndexes[0] ) );
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glIndex_t *shadowIndexes = tempIndexes;
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#endif
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// create new triangles along sil planes
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for ( sil = tri->silEdges, i = tri->numSilEdges; i > 0; i--, sil++ ) {
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int f1 = facing[sil->p1];
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int f2 = facing[sil->p2];
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if ( !( f1 ^ f2 ) ) {
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continue;
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}
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int v1 = sil->v1 << 1;
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int v2 = sil->v2 << 1;
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// set the two triangle winding orders based on facing
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// without using a poorly-predictable branch
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shadowIndexes[0] = v1;
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shadowIndexes[1] = v2 ^ f1;
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shadowIndexes[2] = v2 ^ f2;
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shadowIndexes[3] = v1 ^ f2;
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shadowIndexes[4] = v1 ^ f1;
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shadowIndexes[5] = v2 ^ 1;
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shadowIndexes += 6;
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}
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int numShadowIndexes = shadowIndexes - tempIndexes;
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// we aren't bothering to separate front and back caps on these
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newTri->numIndexes = newTri->numShadowIndexesNoFrontCaps = numShadowIndexes + numShadowingFaces * 6;
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newTri->numShadowIndexesNoCaps = numShadowIndexes;
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newTri->shadowCapPlaneBits = SHADOW_CAP_INFINITE;
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#ifdef USE_TRI_DATA_ALLOCATOR
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// decrease the size of the memory block to only store the used indexes
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R_ResizeStaticTriSurfIndexes( newTri, newTri->numIndexes );
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#else
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// allocate memory for the indexes
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R_AllocStaticTriSurfIndexes( newTri, newTri->numIndexes );
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// copy the indexes we created for the sil planes
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SIMDProcessor->Memcpy( newTri->indexes, tempIndexes, numShadowIndexes * sizeof( tempIndexes[0] ) );
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#endif
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// these have no effect, because they extend to infinity
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newTri->bounds.Clear();
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// put some faces on the model and some on the distant projection
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indexes = tri->indexes;
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shadowIndexes = newTri->indexes + numShadowIndexes;
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for ( i = 0, j = 0; i < tri->numIndexes; i += 3, j++ ) {
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if ( facing[j] ) {
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continue;
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}
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int i0 = indexes[i+0] << 1;
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shadowIndexes[2] = i0;
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shadowIndexes[3] = i0 ^ 1;
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int i1 = indexes[i+1] << 1;
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shadowIndexes[1] = i1;
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shadowIndexes[4] = i1 ^ 1;
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int i2 = indexes[i+2] << 1;
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shadowIndexes[0] = i2;
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shadowIndexes[5] = i2 ^ 1;
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shadowIndexes += 6;
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}
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return newTri;
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}
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/*
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=====================
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R_CreateTurboShadowVolume
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=====================
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*/
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srfTriangles_t *R_CreateTurboShadowVolume( const idRenderEntityLocal *ent,
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const srfTriangles_t *tri, const idRenderLightLocal *light,
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srfCullInfo_t &cullInfo ) {
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int i, j;
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idVec3 localLightOrigin;
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srfTriangles_t *newTri;
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silEdge_t *sil;
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const glIndex_t *indexes;
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const byte *facing;
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R_CalcInteractionFacing( ent, tri, light, cullInfo );
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if ( r_useShadowProjectedCull.GetBool() ) {
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R_CalcInteractionCullBits( ent, tri, light, cullInfo );
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}
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int numFaces = tri->numIndexes / 3;
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int numShadowingFaces = 0;
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facing = cullInfo.facing;
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// if all the triangles are inside the light frustum
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if ( cullInfo.cullBits == LIGHT_CULL_ALL_FRONT || !r_useShadowProjectedCull.GetBool() ) {
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// count the number of shadowing faces
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for ( i = 0; i < numFaces; i++ ) {
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numShadowingFaces += facing[i];
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}
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numShadowingFaces = numFaces - numShadowingFaces;
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} else {
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// make all triangles that are outside the light frustum "facing", so they won't cast shadows
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indexes = tri->indexes;
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byte *modifyFacing = cullInfo.facing;
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const byte *cullBits = cullInfo.cullBits;
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for ( j = i = 0; i < tri->numIndexes; i += 3, j++ ) {
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if ( !modifyFacing[j] ) {
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int i1 = indexes[i+0];
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int i2 = indexes[i+1];
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int i3 = indexes[i+2];
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if ( cullBits[i1] & cullBits[i2] & cullBits[i3] ) {
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modifyFacing[j] = 1;
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} else {
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numShadowingFaces++;
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}
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}
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}
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}
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if ( !numShadowingFaces ) {
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// no faces are inside the light frustum and still facing the right way
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return NULL;
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}
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newTri = R_AllocStaticTriSurf();
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#ifdef USE_TRI_DATA_ALLOCATOR
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R_AllocStaticTriSurfShadowVerts( newTri, tri->numVerts * 2 );
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shadowCache_t *shadowVerts = newTri->shadowVertexes;
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#else
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shadowCache_t *shadowVerts = (shadowCache_t *)_alloca16( tri->numVerts * 2 * sizeof( shadowVerts[0] ) );
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#endif
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R_GlobalPointToLocal( ent->modelMatrix, light->globalLightOrigin, localLightOrigin );
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int *vertRemap = (int *)_alloca16( tri->numVerts * sizeof( vertRemap[0] ) );
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SIMDProcessor->Memset( vertRemap, -1, tri->numVerts * sizeof( vertRemap[0] ) );
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for ( i = 0, j = 0; i < tri->numIndexes; i += 3, j++ ) {
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if ( facing[j] ) {
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continue;
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}
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// this may pull in some vertexes that are outside
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// the frustum, because they connect to vertexes inside
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vertRemap[tri->silIndexes[i+0]] = 0;
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vertRemap[tri->silIndexes[i+1]] = 0;
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vertRemap[tri->silIndexes[i+2]] = 0;
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}
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newTri->numVerts = SIMDProcessor->CreateShadowCache( &shadowVerts->xyz, vertRemap, localLightOrigin, tri->verts, tri->numVerts );
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c_turboUsedVerts += newTri->numVerts;
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c_turboUnusedVerts += tri->numVerts * 2 - newTri->numVerts;
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#ifdef USE_TRI_DATA_ALLOCATOR
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R_ResizeStaticTriSurfShadowVerts( newTri, newTri->numVerts );
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#else
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R_AllocStaticTriSurfShadowVerts( newTri, newTri->numVerts );
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SIMDProcessor->Memcpy( newTri->shadowVertexes, shadowVerts, newTri->numVerts * sizeof( shadowVerts[0] ) );
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#endif
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// alloc the max possible size
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#ifdef USE_TRI_DATA_ALLOCATOR
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R_AllocStaticTriSurfIndexes( newTri, ( numShadowingFaces + tri->numSilEdges ) * 6 );
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glIndex_t *tempIndexes = newTri->indexes;
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glIndex_t *shadowIndexes = newTri->indexes;
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#else
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glIndex_t *tempIndexes = (glIndex_t *)_alloca16( tri->numSilEdges * 6 * sizeof( tempIndexes[0] ) );
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glIndex_t *shadowIndexes = tempIndexes;
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#endif
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// create new triangles along sil planes
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for ( sil = tri->silEdges, i = tri->numSilEdges; i > 0; i--, sil++ ) {
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int f1 = facing[sil->p1];
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int f2 = facing[sil->p2];
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if ( !( f1 ^ f2 ) ) {
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continue;
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}
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int v1 = vertRemap[sil->v1];
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int v2 = vertRemap[sil->v2];
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// set the two triangle winding orders based on facing
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// without using a poorly-predictable branch
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shadowIndexes[0] = v1;
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shadowIndexes[1] = v2 ^ f1;
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shadowIndexes[2] = v2 ^ f2;
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shadowIndexes[3] = v1 ^ f2;
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shadowIndexes[4] = v1 ^ f1;
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shadowIndexes[5] = v2 ^ 1;
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shadowIndexes += 6;
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}
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int numShadowIndexes = shadowIndexes - tempIndexes;
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// we aren't bothering to separate front and back caps on these
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newTri->numIndexes = newTri->numShadowIndexesNoFrontCaps = numShadowIndexes + numShadowingFaces * 6;
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newTri->numShadowIndexesNoCaps = numShadowIndexes;
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newTri->shadowCapPlaneBits = SHADOW_CAP_INFINITE;
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#ifdef USE_TRI_DATA_ALLOCATOR
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// decrease the size of the memory block to only store the used indexes
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R_ResizeStaticTriSurfIndexes( newTri, newTri->numIndexes );
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#else
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// allocate memory for the indexes
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R_AllocStaticTriSurfIndexes( newTri, newTri->numIndexes );
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// copy the indexes we created for the sil planes
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SIMDProcessor->Memcpy( newTri->indexes, tempIndexes, numShadowIndexes * sizeof( tempIndexes[0] ) );
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#endif
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// these have no effect, because they extend to infinity
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newTri->bounds.Clear();
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// put some faces on the model and some on the distant projection
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indexes = tri->silIndexes;
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shadowIndexes = newTri->indexes + numShadowIndexes;
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for ( i = 0, j = 0; i < tri->numIndexes; i += 3, j++ ) {
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if ( facing[j] ) {
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continue;
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}
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int i0 = vertRemap[indexes[i+0]];
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shadowIndexes[2] = i0;
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shadowIndexes[3] = i0 ^ 1;
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int i1 = vertRemap[indexes[i+1]];
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shadowIndexes[1] = i1;
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shadowIndexes[4] = i1 ^ 1;
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int i2 = vertRemap[indexes[i+2]];
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shadowIndexes[0] = i2;
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shadowIndexes[5] = i2 ^ 1;
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shadowIndexes += 6;
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}
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return newTri;
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}
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