/* =========================================================================== 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 __PRELIGHTSHADOWVOLUME_H__ #define __PRELIGHTSHADOWVOLUME_H__ /* ================================================================================================ Pre-Light Shadow Volume Setup A pre-light shadow is cast from static world geometry touching a static light. A pre-light shadow volume does not extend to infinity but is capped at the light boundaries which means the end caps always need to be rendered. A pre-light shadow volume is created at map compile time and this job determines whether or not the shadow volume needs to be rendered with Z-Fail. ================================================================================================ */ /* ================================================ preLightShadowVolumeParms_t ================================================ */ struct preLightShadowVolumeParms_t { // input const idShadowVert* verts; // streamed in from main memory int numVerts; const triIndex_t* indexes; // streamed in from main memory int numIndexes; idBounds triangleBounds; idRenderMatrix triangleMVP; idVec3 localLightOrigin; idVec3 localViewOrigin; float zNear; float lightZMin; float lightZMax; bool forceShadowCaps; bool useShadowPreciseInsideTest; bool useShadowDepthBounds; // temp byte* tempCullBits; // temp buffer in SPU local memory // output int* numShadowIndices; // streamed out to main memory int* renderZFail; // streamed out to main memory float* shadowZMin; // streamed out to main memory float* shadowZMax; // streamed out to main memory volatile shadowVolumeState_t* shadowVolumeState; // streamed out to main memory // next in chain on view light preLightShadowVolumeParms_t* next; int pad; }; void PreLightShadowVolumeJob( const preLightShadowVolumeParms_t* parms ); void PreLightShadowVolume_SetupSPURSHeader( CellSpursJob128* job, const preLightShadowVolumeParms_t* parms ); #endif // !__PRELIGHTSHADOWVOLUME_H__