/* =========================================================================== 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. =========================================================================== */ #ifndef __SHADOWSHARED_H__ #define __SHADOWSHARED_H__ enum shadowVolumeState_t { 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 ); 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 ); #endif // !__SHADOWSHARED_H__