dhewm3/neo/renderer/tr_turboshadow.cpp
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

354 lines
11 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#include "sys/platform.h"
#include "renderer/tr_local.h"
int c_turboUsedVerts;
int c_turboUnusedVerts;
/*
=====================
R_CreateVertexProgramTurboShadowVolume
are dangling edges that are outside the light frustum still making planes?
=====================
*/
srfTriangles_t *R_CreateVertexProgramTurboShadowVolume( const idRenderEntityLocal *ent,
const srfTriangles_t *tri, const idRenderLightLocal *light,
srfCullInfo_t &cullInfo ) {
int i, j;
srfTriangles_t *newTri;
silEdge_t *sil;
const glIndex_t *indexes;
const byte *facing;
R_CalcInteractionFacing( ent, tri, light, cullInfo );
if ( r_useShadowProjectedCull.GetBool() ) {
R_CalcInteractionCullBits( ent, tri, light, cullInfo );
}
int numFaces = tri->numIndexes / 3;
int numShadowingFaces = 0;
facing = cullInfo.facing;
// if all the triangles are inside the light frustum
if ( cullInfo.cullBits == LIGHT_CULL_ALL_FRONT || !r_useShadowProjectedCull.GetBool() ) {
// count the number of shadowing faces
for ( i = 0; i < numFaces; i++ ) {
numShadowingFaces += facing[i];
}
numShadowingFaces = numFaces - numShadowingFaces;
} else {
// make all triangles that are outside the light frustum "facing", so they won't cast shadows
indexes = tri->indexes;
byte *modifyFacing = cullInfo.facing;
const byte *cullBits = cullInfo.cullBits;
for ( j = i = 0; i < tri->numIndexes; i += 3, j++ ) {
if ( !modifyFacing[j] ) {
int i1 = indexes[i+0];
int i2 = indexes[i+1];
int i3 = indexes[i+2];
if ( cullBits[i1] & cullBits[i2] & cullBits[i3] ) {
modifyFacing[j] = 1;
} else {
numShadowingFaces++;
}
}
}
}
if ( !numShadowingFaces ) {
// no faces are inside the light frustum and still facing the right way
return NULL;
}
// shadowVerts will be NULL on these surfaces, so the shadowVerts will be taken from the ambient surface
newTri = R_AllocStaticTriSurf();
newTri->numVerts = tri->numVerts * 2;
// alloc the max possible size
#ifdef USE_TRI_DATA_ALLOCATOR
R_AllocStaticTriSurfIndexes( newTri, ( numShadowingFaces + tri->numSilEdges ) * 6 );
glIndex_t *tempIndexes = newTri->indexes;
glIndex_t *shadowIndexes = newTri->indexes;
#else
glIndex_t *tempIndexes = (glIndex_t *)_alloca16( tri->numSilEdges * 6 * sizeof( tempIndexes[0] ) );
glIndex_t *shadowIndexes = tempIndexes;
#endif
// create new triangles along sil planes
for ( sil = tri->silEdges, i = tri->numSilEdges; i > 0; i--, sil++ ) {
int f1 = facing[sil->p1];
int f2 = facing[sil->p2];
if ( !( f1 ^ f2 ) ) {
continue;
}
int v1 = sil->v1 << 1;
int v2 = sil->v2 << 1;
// set the two triangle winding orders based on facing
// without using a poorly-predictable branch
shadowIndexes[0] = v1;
shadowIndexes[1] = v2 ^ f1;
shadowIndexes[2] = v2 ^ f2;
shadowIndexes[3] = v1 ^ f2;
shadowIndexes[4] = v1 ^ f1;
shadowIndexes[5] = v2 ^ 1;
shadowIndexes += 6;
}
int numShadowIndexes = shadowIndexes - tempIndexes;
// we aren't bothering to separate front and back caps on these
newTri->numIndexes = newTri->numShadowIndexesNoFrontCaps = numShadowIndexes + numShadowingFaces * 6;
newTri->numShadowIndexesNoCaps = numShadowIndexes;
newTri->shadowCapPlaneBits = SHADOW_CAP_INFINITE;
#ifdef USE_TRI_DATA_ALLOCATOR
// decrease the size of the memory block to only store the used indexes
R_ResizeStaticTriSurfIndexes( newTri, newTri->numIndexes );
#else
// allocate memory for the indexes
R_AllocStaticTriSurfIndexes( newTri, newTri->numIndexes );
// copy the indexes we created for the sil planes
SIMDProcessor->Memcpy( newTri->indexes, tempIndexes, numShadowIndexes * sizeof( tempIndexes[0] ) );
#endif
// these have no effect, because they extend to infinity
newTri->bounds.Clear();
// put some faces on the model and some on the distant projection
indexes = tri->indexes;
shadowIndexes = newTri->indexes + numShadowIndexes;
for ( i = 0, j = 0; i < tri->numIndexes; i += 3, j++ ) {
if ( facing[j] ) {
continue;
}
int i0 = indexes[i+0] << 1;
shadowIndexes[2] = i0;
shadowIndexes[3] = i0 ^ 1;
int i1 = indexes[i+1] << 1;
shadowIndexes[1] = i1;
shadowIndexes[4] = i1 ^ 1;
int i2 = indexes[i+2] << 1;
shadowIndexes[0] = i2;
shadowIndexes[5] = i2 ^ 1;
shadowIndexes += 6;
}
return newTri;
}
/*
=====================
R_CreateTurboShadowVolume
=====================
*/
srfTriangles_t *R_CreateTurboShadowVolume( const idRenderEntityLocal *ent,
const srfTriangles_t *tri, const idRenderLightLocal *light,
srfCullInfo_t &cullInfo ) {
int i, j;
idVec3 localLightOrigin;
srfTriangles_t *newTri;
silEdge_t *sil;
const glIndex_t *indexes;
const byte *facing;
R_CalcInteractionFacing( ent, tri, light, cullInfo );
if ( r_useShadowProjectedCull.GetBool() ) {
R_CalcInteractionCullBits( ent, tri, light, cullInfo );
}
int numFaces = tri->numIndexes / 3;
int numShadowingFaces = 0;
facing = cullInfo.facing;
// if all the triangles are inside the light frustum
if ( cullInfo.cullBits == LIGHT_CULL_ALL_FRONT || !r_useShadowProjectedCull.GetBool() ) {
// count the number of shadowing faces
for ( i = 0; i < numFaces; i++ ) {
numShadowingFaces += facing[i];
}
numShadowingFaces = numFaces - numShadowingFaces;
} else {
// make all triangles that are outside the light frustum "facing", so they won't cast shadows
indexes = tri->indexes;
byte *modifyFacing = cullInfo.facing;
const byte *cullBits = cullInfo.cullBits;
for ( j = i = 0; i < tri->numIndexes; i += 3, j++ ) {
if ( !modifyFacing[j] ) {
int i1 = indexes[i+0];
int i2 = indexes[i+1];
int i3 = indexes[i+2];
if ( cullBits[i1] & cullBits[i2] & cullBits[i3] ) {
modifyFacing[j] = 1;
} else {
numShadowingFaces++;
}
}
}
}
if ( !numShadowingFaces ) {
// no faces are inside the light frustum and still facing the right way
return NULL;
}
newTri = R_AllocStaticTriSurf();
#ifdef USE_TRI_DATA_ALLOCATOR
R_AllocStaticTriSurfShadowVerts( newTri, tri->numVerts * 2 );
shadowCache_t *shadowVerts = newTri->shadowVertexes;
#else
shadowCache_t *shadowVerts = (shadowCache_t *)_alloca16( tri->numVerts * 2 * sizeof( shadowVerts[0] ) );
#endif
R_GlobalPointToLocal( ent->modelMatrix, light->globalLightOrigin, localLightOrigin );
int *vertRemap = (int *)_alloca16( tri->numVerts * sizeof( vertRemap[0] ) );
SIMDProcessor->Memset( vertRemap, -1, tri->numVerts * sizeof( vertRemap[0] ) );
for ( i = 0, j = 0; i < tri->numIndexes; i += 3, j++ ) {
if ( facing[j] ) {
continue;
}
// this may pull in some vertexes that are outside
// the frustum, because they connect to vertexes inside
vertRemap[tri->silIndexes[i+0]] = 0;
vertRemap[tri->silIndexes[i+1]] = 0;
vertRemap[tri->silIndexes[i+2]] = 0;
}
newTri->numVerts = SIMDProcessor->CreateShadowCache( &shadowVerts->xyz, vertRemap, localLightOrigin, tri->verts, tri->numVerts );
c_turboUsedVerts += newTri->numVerts;
c_turboUnusedVerts += tri->numVerts * 2 - newTri->numVerts;
#ifdef USE_TRI_DATA_ALLOCATOR
R_ResizeStaticTriSurfShadowVerts( newTri, newTri->numVerts );
#else
R_AllocStaticTriSurfShadowVerts( newTri, newTri->numVerts );
SIMDProcessor->Memcpy( newTri->shadowVertexes, shadowVerts, newTri->numVerts * sizeof( shadowVerts[0] ) );
#endif
// alloc the max possible size
#ifdef USE_TRI_DATA_ALLOCATOR
R_AllocStaticTriSurfIndexes( newTri, ( numShadowingFaces + tri->numSilEdges ) * 6 );
glIndex_t *tempIndexes = newTri->indexes;
glIndex_t *shadowIndexes = newTri->indexes;
#else
glIndex_t *tempIndexes = (glIndex_t *)_alloca16( tri->numSilEdges * 6 * sizeof( tempIndexes[0] ) );
glIndex_t *shadowIndexes = tempIndexes;
#endif
// create new triangles along sil planes
for ( sil = tri->silEdges, i = tri->numSilEdges; i > 0; i--, sil++ ) {
int f1 = facing[sil->p1];
int f2 = facing[sil->p2];
if ( !( f1 ^ f2 ) ) {
continue;
}
int v1 = vertRemap[sil->v1];
int v2 = vertRemap[sil->v2];
// set the two triangle winding orders based on facing
// without using a poorly-predictable branch
shadowIndexes[0] = v1;
shadowIndexes[1] = v2 ^ f1;
shadowIndexes[2] = v2 ^ f2;
shadowIndexes[3] = v1 ^ f2;
shadowIndexes[4] = v1 ^ f1;
shadowIndexes[5] = v2 ^ 1;
shadowIndexes += 6;
}
int numShadowIndexes = shadowIndexes - tempIndexes;
// we aren't bothering to separate front and back caps on these
newTri->numIndexes = newTri->numShadowIndexesNoFrontCaps = numShadowIndexes + numShadowingFaces * 6;
newTri->numShadowIndexesNoCaps = numShadowIndexes;
newTri->shadowCapPlaneBits = SHADOW_CAP_INFINITE;
#ifdef USE_TRI_DATA_ALLOCATOR
// decrease the size of the memory block to only store the used indexes
R_ResizeStaticTriSurfIndexes( newTri, newTri->numIndexes );
#else
// allocate memory for the indexes
R_AllocStaticTriSurfIndexes( newTri, newTri->numIndexes );
// copy the indexes we created for the sil planes
SIMDProcessor->Memcpy( newTri->indexes, tempIndexes, numShadowIndexes * sizeof( tempIndexes[0] ) );
#endif
// these have no effect, because they extend to infinity
newTri->bounds.Clear();
// put some faces on the model and some on the distant projection
indexes = tri->silIndexes;
shadowIndexes = newTri->indexes + numShadowIndexes;
for ( i = 0, j = 0; i < tri->numIndexes; i += 3, j++ ) {
if ( facing[j] ) {
continue;
}
int i0 = vertRemap[indexes[i+0]];
shadowIndexes[2] = i0;
shadowIndexes[3] = i0 ^ 1;
int i1 = vertRemap[indexes[i+1]];
shadowIndexes[1] = i1;
shadowIndexes[4] = i1 ^ 1;
int i2 = vertRemap[indexes[i+2]];
shadowIndexes[0] = i2;
shadowIndexes[5] = i2 ^ 1;
shadowIndexes += 6;
}
return newTri;
}