doom3-bfg/neo/renderer/jobs/prelightshadowvolume/PreLightShadowVolume.h

85 lines
3.6 KiB
C

/*
===========================================================================
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 <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 __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__