doom3-bfg/neo/renderer/jobs/ShadowShared.h
2012-11-26 12:58:24 -06:00

49 lines
2.7 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 __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__