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118 lines
5.3 KiB
C
118 lines
5.3 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 __DYNAMICSHADOWVOLUME_H__
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#define __DYNAMICSHADOWVOLUME_H__
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/*
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================================================================================================
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Dynamic Shadow Volume Setup
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A dynamic shadow is cast from a model touching a light where either the model or light is dynamic or both.
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A dynamic shadow volume extends to infinity which allows the end caps to be omitted
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when the view is outside and far enough away from the shadow volume.
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A dynamic shadow volume is created at run-time in this job. This job also determines whether
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or not end caps need to be generated and rendered, whether or not the shadow volume needs
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to be rendered with Z-Fail, and optionally calculates the shadow volume depth bounds.
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The occluder triangles are optionally culled to the light projection matrix. This is
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particularly important for spot lights that would otherwise cast shadows in all directions.
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However, there can also be significant savings when a small point light touches a large
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model like for instance a world model.
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================================================================================================
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*/
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#define TEMP_ROUND16( x ) ( ( x + 15 ) & ~15 )
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#define TEMP_FACING( numIndexes ) TEMP_ROUND16( ( ( numIndexes / 3 + 3 ) & ~3 ) + 1 ) // rounded up for SIMD, plus 1 for dangling edges
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#define TEMP_CULL( numIndexes ) TEMP_ROUND16( ( ( numIndexes / 3 + 3 ) & ~3 ) ) // rounded up for SIMD
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#define TEMP_VERTS( numVerts ) TEMP_ROUND16( numVerts * sizeof( idVec4 ) )
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#define OUTPUT_INDEX_BUFFER_SIZE 4096
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struct silEdge_t
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{
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// NOTE: using triIndex_t for the planes is dubious, as there can be 2x the faces as verts
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triIndex_t p1, p2; // planes defining the edge
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triIndex_t v1, v2; // verts defining the edge
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};
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/*
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================================================
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dynamicShadowVolumeParms_t
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================================================
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*/
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struct dynamicShadowVolumeParms_t
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{
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// input
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const idDrawVert* 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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const silEdge_t* silEdges; // streamed in from main memory
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int numSilEdges;
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const idJointMat* joints; // in SPU local memory
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int numJoints;
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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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idRenderMatrix localLightProject;
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float zNear;
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float lightZMin;
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float lightZMax;
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bool cullShadowTrianglesToLight;
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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* tempFacing; // temp buffer in SPU local memory
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byte* tempCulled; // temp buffer in SPU local memory
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idVec4* tempVerts; // temp buffer in SPU local memory
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// output
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triIndex_t* indexBuffer; // output buffer in SPU local memory
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triIndex_t* shadowIndices; // streamed out to main memory
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int maxShadowIndices;
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int* numShadowIndices; // streamed out to main memory
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triIndex_t* lightIndices; // streamed out to main memory
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int maxLightIndices;
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int* numLightIndices; // 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 entity
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dynamicShadowVolumeParms_t* next;
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int pad;
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};
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void DynamicShadowVolumeJob( const dynamicShadowVolumeParms_t* parms );
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void DynamicShadowVolume_SetupSPURSHeader( CellSpursJob128* job, const dynamicShadowVolumeParms_t* parms );
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#endif // !__DYNAMICSHADOWVOLUME_H__
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