/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 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 . 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. =========================================================================== */ #pragma hdrstop #include "precompiled.h" /* ============ idShadowVert::CreateShadowCache ============ */ int idShadowVert::CreateShadowCache( idShadowVert* vertexCache, const idDrawVert* verts, const int numVerts ) { for( int i = 0; i < numVerts; i++ ) { vertexCache[i * 2 + 0].xyzw[0] = verts[i].xyz[0]; vertexCache[i * 2 + 0].xyzw[1] = verts[i].xyz[1]; vertexCache[i * 2 + 0].xyzw[2] = verts[i].xyz[2]; vertexCache[i * 2 + 0].xyzw[3] = 1.0f; vertexCache[i * 2 + 1].xyzw[0] = verts[i].xyz[0]; vertexCache[i * 2 + 1].xyzw[1] = verts[i].xyz[1]; vertexCache[i * 2 + 1].xyzw[2] = verts[i].xyz[2]; vertexCache[i * 2 + 1].xyzw[3] = 0.0f; } return numVerts * 2; } /* =================== idShadowVertSkinned::CreateShadowCache =================== */ int idShadowVertSkinned::CreateShadowCache( idShadowVertSkinned* vertexCache, const idDrawVert* verts, const int numVerts ) { for( int i = 0; i < numVerts; i++ ) { vertexCache[0].xyzw[0] = verts[i].xyz[0]; vertexCache[0].xyzw[1] = verts[i].xyz[1]; vertexCache[0].xyzw[2] = verts[i].xyz[2]; vertexCache[0].xyzw[3] = 1.0f; *( unsigned int* )vertexCache[0].color = *( unsigned int* )verts[i].color; *( unsigned int* )vertexCache[0].color2 = *( unsigned int* )verts[i].color2; vertexCache[1].xyzw[0] = verts[i].xyz[0]; vertexCache[1].xyzw[1] = verts[i].xyz[1]; vertexCache[1].xyzw[2] = verts[i].xyz[2]; vertexCache[1].xyzw[3] = 0.0f; *( unsigned int* )vertexCache[1].color = *( unsigned int* )verts[i].color; *( unsigned int* )vertexCache[1].color2 = *( unsigned int* )verts[i].color2; vertexCache += 2; } return numVerts * 2; }