doom3-bfg/neo/renderer/jobs/ShadowShared.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition 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.
===========================================================================
*/
#ifndef __SHADOWSHARED_H__
#define __SHADOWSHARED_H__
enum shadowVolumeState_t
{
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SHADOWVOLUME_DONE = 0,
SHADOWVOLUME_UNFINISHED = 1
};
// this extra stretch should also make the "inside shadow volume test" valid for both eyes of a stereo view
const float INSIDE_SHADOW_VOLUME_EXTRA_STRETCH = 4.0f; // in theory, should vary with FOV
#define TEMP_ROUND4( x ) ( ( x + 3 ) & ~3 ) // round up to a multiple of 4 for SIMD
#define TEMP_CULLBITS( numVerts ) TEMP_ROUND4( numVerts )
bool R_ViewPotentiallyInsideInfiniteShadowVolume( const idBounds& occluderBounds, const idVec3& localLight, const idVec3& localView, const float znear );
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bool R_LineIntersectsTriangleExpandedWithSphere( const idVec3& lineStart, const idVec3& lineEnd, const idVec3& lineDir, const float lineLength,
const float sphereRadius, const idVec3& triVert0, const idVec3& triVert1, const idVec3& triVert2 );
bool R_ViewInsideShadowVolume( byte* cullBits, const idShadowVert* verts, int numVerts, const triIndex_t* indexes, int numIndexes,
const idVec3& localLightOrigin, const idVec3& localViewOrigin, const float zNear );
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#endif // !__SHADOWSHARED_H__