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85 lines
3.6 KiB
C
85 lines
3.6 KiB
C
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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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
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __PRELIGHTSHADOWVOLUME_H__
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#define __PRELIGHTSHADOWVOLUME_H__
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/*
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================================================================================================
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Pre-Light Shadow Volume Setup
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A pre-light shadow is cast from static world geometry touching a static light.
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A pre-light shadow volume does not extend to infinity but is capped at the light
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boundaries which means the end caps always need to be rendered.
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A pre-light shadow volume is created at map compile time and this job determines whether or
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not the shadow volume needs to be rendered with Z-Fail.
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================================================================================================
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*/
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/*
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================================================
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preLightShadowVolumeParms_t
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================================================
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*/
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struct preLightShadowVolumeParms_t
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{
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// input
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const idShadowVert* verts; // streamed in from main memory
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int numVerts;
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const triIndex_t* indexes; // streamed in from main memory
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int numIndexes;
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idBounds triangleBounds;
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idRenderMatrix triangleMVP;
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idVec3 localLightOrigin;
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idVec3 localViewOrigin;
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float zNear;
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float lightZMin;
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float lightZMax;
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bool forceShadowCaps;
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bool useShadowPreciseInsideTest;
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bool useShadowDepthBounds;
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// temp
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byte* tempCullBits; // temp buffer in SPU local memory
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// output
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int* numShadowIndices; // streamed out to main memory
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int* renderZFail; // streamed out to main memory
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float* shadowZMin; // streamed out to main memory
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float* shadowZMax; // streamed out to main memory
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volatile shadowVolumeState_t* shadowVolumeState; // streamed out to main memory
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// next in chain on view light
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preLightShadowVolumeParms_t* next;
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int pad;
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};
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void PreLightShadowVolumeJob( const preLightShadowVolumeParms_t* parms );
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void PreLightShadowVolume_SetupSPURSHeader( CellSpursJob128* job, const preLightShadowVolumeParms_t* parms );
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#endif // !__PRELIGHTSHADOWVOLUME_H__
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