mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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490 lines
17 KiB
C++
490 lines
17 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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#include "../../idlib/ParallelJobList_JobHeaders.h"
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#include "../../idlib/SoftwareCache.h"
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#include "../../idlib/math/Vector.h"
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#include "../../idlib/math/Matrix.h"
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#include "../../idlib/math/Quat.h"
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#include "../../idlib/math/Rotation.h"
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#include "../../idlib/math/Plane.h"
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#include "../../idlib/bv/Sphere.h"
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#include "../../idlib/bv/Bounds.h"
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#include "../../idlib/geometry/JointTransform.h"
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#include "../../idlib/geometry/DrawVert.h"
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#include "../../idlib/geometry/RenderMatrix.h"
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#include "ShadowShared.h"
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/*
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======================
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R_ViewPotentiallyInsideInfiniteShadowVolume
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If we know that we are "off to the side" of an infinite shadow volume,
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we can draw it without caps in Z-pass mode.
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======================
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*/
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bool R_ViewPotentiallyInsideInfiniteShadowVolume( const idBounds& occluderBounds, const idVec3& localLight, const idVec3& localView, const float zNear )
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{
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// Expand the bounds to account for the near clip plane, because the
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// view could be mathematically outside, but if the near clip plane
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// chops a volume edge then the Z-pass rendering would fail.
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const idBounds expandedBounds = occluderBounds.Expand( zNear );
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// If the view is inside the geometry bounding box then the view
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// is also inside the shadow projection.
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if( expandedBounds.ContainsPoint( localView ) )
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{
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return true;
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}
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// If the light is inside the geometry bounding box then the shadow is projected
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// in all directions and any view position is inside the infinte shadow projection.
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if( expandedBounds.ContainsPoint( localLight ) )
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{
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return true;
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}
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// If the line from localLight to localView intersects the geometry
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// bounding box then the view is inside the infinite shadow projection.
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if( expandedBounds.LineIntersection( localLight, localView ) )
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{
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return true;
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}
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// The view is definitely not inside the projected shadow.
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return false;
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}
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/*
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====================
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R_ShadowVolumeCullBits
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====================
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*/
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static void R_ShadowVolumeCullBits( byte* cullBits, byte& totalOr, const float radius, const idPlane* planes, const idShadowVert* verts, const int numVerts )
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{
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assert_16_byte_aligned( cullBits );
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assert_16_byte_aligned( verts );
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#if defined(USE_INTRINSICS)
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idODSStreamedArray< idShadowVert, 16, SBT_DOUBLE, 4 > vertsODS( verts, numVerts );
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const __m128 vector_float_radius = _mm_splat_ps( _mm_load_ss( &radius ), 0 );
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const __m128 vector_float_zero = { 0.0f, 0.0f, 0.0f, 0.0f };
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const __m128i vector_int_mask0 = _mm_set1_epi32( 1 << 0 );
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const __m128i vector_int_mask1 = _mm_set1_epi32( 1 << 1 );
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const __m128i vector_int_mask2 = _mm_set1_epi32( 1 << 2 );
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const __m128i vector_int_mask3 = _mm_set1_epi32( 1 << 3 );
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const __m128i vector_int_mask4 = _mm_set1_epi32( 1 << 4 );
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const __m128i vector_int_mask5 = _mm_set1_epi32( 1 << 5 );
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const __m128i vector_int_mask6 = _mm_set1_epi32( 1 << 6 );
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const __m128i vector_int_mask7 = _mm_set1_epi32( 1 << 7 );
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const __m128 p0 = _mm_loadu_ps( planes[0].ToFloatPtr() );
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const __m128 p1 = _mm_loadu_ps( planes[1].ToFloatPtr() );
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const __m128 p2 = _mm_loadu_ps( planes[2].ToFloatPtr() );
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const __m128 p3 = _mm_loadu_ps( planes[3].ToFloatPtr() );
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const __m128 p0X = _mm_splat_ps( p0, 0 );
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const __m128 p0Y = _mm_splat_ps( p0, 1 );
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const __m128 p0Z = _mm_splat_ps( p0, 2 );
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const __m128 p0W = _mm_splat_ps( p0, 3 );
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const __m128 p1X = _mm_splat_ps( p1, 0 );
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const __m128 p1Y = _mm_splat_ps( p1, 1 );
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const __m128 p1Z = _mm_splat_ps( p1, 2 );
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const __m128 p1W = _mm_splat_ps( p1, 3 );
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const __m128 p2X = _mm_splat_ps( p2, 0 );
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const __m128 p2Y = _mm_splat_ps( p2, 1 );
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const __m128 p2Z = _mm_splat_ps( p2, 2 );
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const __m128 p2W = _mm_splat_ps( p2, 3 );
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const __m128 p3X = _mm_splat_ps( p3, 0 );
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const __m128 p3Y = _mm_splat_ps( p3, 1 );
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const __m128 p3Z = _mm_splat_ps( p3, 2 );
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const __m128 p3W = _mm_splat_ps( p3, 3 );
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__m128i vecTotalOrInt = _mm_set_epi32( 0, 0, 0, 0 );
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for( int i = 0; i < numVerts; )
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{
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const int nextNumVerts = vertsODS.FetchNextBatch() - 4;
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for( ; i <= nextNumVerts; i += 4 )
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{
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const __m128 v0 = _mm_load_ps( vertsODS[i + 0].xyzw.ToFloatPtr() );
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const __m128 v1 = _mm_load_ps( vertsODS[i + 1].xyzw.ToFloatPtr() );
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const __m128 v2 = _mm_load_ps( vertsODS[i + 2].xyzw.ToFloatPtr() );
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const __m128 v3 = _mm_load_ps( vertsODS[i + 3].xyzw.ToFloatPtr() );
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const __m128 r0 = _mm_unpacklo_ps( v0, v2 ); // v0.x, v2.x, v0.z, v2.z
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const __m128 r1 = _mm_unpackhi_ps( v0, v2 ); // v0.y, v2.y, v0.w, v2.w
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const __m128 r2 = _mm_unpacklo_ps( v1, v3 ); // v1.x, v3.x, v1.z, v3.z
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const __m128 r3 = _mm_unpackhi_ps( v1, v3 ); // v1.y, v3.y, v1.w, v3.w
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const __m128 vX = _mm_unpacklo_ps( r0, r2 ); // v0.x, v1.x, v2.x, v3.x
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const __m128 vY = _mm_unpackhi_ps( r0, r2 ); // v0.y, v1.y, v2.y, v3.y
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const __m128 vZ = _mm_unpacklo_ps( r1, r3 ); // v0.z, v1.z, v2.z, v3.z
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const __m128 d0 = _mm_madd_ps( vX, p0X, _mm_madd_ps( vY, p0Y, _mm_madd_ps( vZ, p0Z, p0W ) ) );
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const __m128 d1 = _mm_madd_ps( vX, p1X, _mm_madd_ps( vY, p1Y, _mm_madd_ps( vZ, p1Z, p1W ) ) );
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const __m128 d2 = _mm_madd_ps( vX, p2X, _mm_madd_ps( vY, p2Y, _mm_madd_ps( vZ, p2Z, p2W ) ) );
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const __m128 d3 = _mm_madd_ps( vX, p3X, _mm_madd_ps( vY, p3Y, _mm_madd_ps( vZ, p3Z, p3W ) ) );
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const __m128 t0 = _mm_add_ps( d0, vector_float_radius );
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const __m128 t1 = _mm_add_ps( d1, vector_float_radius );
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const __m128 t2 = _mm_add_ps( d2, vector_float_radius );
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const __m128 t3 = _mm_add_ps( d3, vector_float_radius );
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const __m128 t4 = _mm_sub_ps( d0, vector_float_radius );
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const __m128 t5 = _mm_sub_ps( d1, vector_float_radius );
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const __m128 t6 = _mm_sub_ps( d2, vector_float_radius );
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const __m128 t7 = _mm_sub_ps( d3, vector_float_radius );
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__m128i c0 = __m128c( _mm_cmpgt_ps( t0, vector_float_zero ) );
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__m128i c1 = __m128c( _mm_cmpgt_ps( t1, vector_float_zero ) );
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__m128i c2 = __m128c( _mm_cmpgt_ps( t2, vector_float_zero ) );
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__m128i c3 = __m128c( _mm_cmpgt_ps( t3, vector_float_zero ) );
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__m128i c4 = __m128c( _mm_cmplt_ps( t4, vector_float_zero ) );
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__m128i c5 = __m128c( _mm_cmplt_ps( t5, vector_float_zero ) );
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__m128i c6 = __m128c( _mm_cmplt_ps( t6, vector_float_zero ) );
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__m128i c7 = __m128c( _mm_cmplt_ps( t7, vector_float_zero ) );
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c0 = _mm_and_si128( c0, vector_int_mask0 );
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c1 = _mm_and_si128( c1, vector_int_mask1 );
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c2 = _mm_and_si128( c2, vector_int_mask2 );
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c3 = _mm_and_si128( c3, vector_int_mask3 );
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c4 = _mm_and_si128( c4, vector_int_mask4 );
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c5 = _mm_and_si128( c5, vector_int_mask5 );
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c6 = _mm_and_si128( c6, vector_int_mask6 );
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c7 = _mm_and_si128( c7, vector_int_mask7 );
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c0 = _mm_or_si128( c0, c1 );
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c2 = _mm_or_si128( c2, c3 );
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c4 = _mm_or_si128( c4, c5 );
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c6 = _mm_or_si128( c6, c7 );
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c0 = _mm_or_si128( c0, c2 );
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c4 = _mm_or_si128( c4, c6 );
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c0 = _mm_or_si128( c0, c4 );
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vecTotalOrInt = _mm_or_si128( vecTotalOrInt, c0 );
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__m128i s0 = _mm_packs_epi32( c0, c0 );
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__m128i b0 = _mm_packus_epi16( s0, s0 );
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*( unsigned int* )&cullBits[i] = _mm_cvtsi128_si32( b0 );
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}
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}
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vecTotalOrInt = _mm_or_si128( vecTotalOrInt, _mm_shuffle_epi32( vecTotalOrInt, _MM_SHUFFLE( 1, 0, 3, 2 ) ) );
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vecTotalOrInt = _mm_or_si128( vecTotalOrInt, _mm_shuffle_epi32( vecTotalOrInt, _MM_SHUFFLE( 2, 3, 0, 1 ) ) );
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__m128i vecTotalOrShort = _mm_packs_epi32( vecTotalOrInt, vecTotalOrInt );
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__m128i vecTotalOrByte = _mm_packus_epi16( vecTotalOrShort, vecTotalOrShort );
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totalOr = ( byte ) _mm_cvtsi128_si32( vecTotalOrByte );
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#else
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idODSStreamedArray< idShadowVert, 16, SBT_DOUBLE, 1 > vertsODS( verts, numVerts );
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byte tOr = 0;
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for( int i = 0; i < numVerts; )
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{
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const int nextNumVerts = vertsODS.FetchNextBatch() - 1;
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for( ; i <= nextNumVerts; i++ )
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{
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const idVec3& v = vertsODS[i].xyzw.ToVec3();
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const float d0 = planes[0].Distance( v );
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const float d1 = planes[1].Distance( v );
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const float d2 = planes[2].Distance( v );
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const float d3 = planes[3].Distance( v );
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const float t0 = d0 + radius;
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const float t1 = d1 + radius;
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const float t2 = d2 + radius;
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const float t3 = d3 + radius;
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const float s0 = d0 - radius;
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const float s1 = d1 - radius;
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const float s2 = d2 - radius;
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const float s3 = d3 - radius;
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byte bits;
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bits = IEEE_FLT_SIGNBITSET( t0 ) << 0;
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bits |= IEEE_FLT_SIGNBITSET( t1 ) << 1;
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bits |= IEEE_FLT_SIGNBITSET( t2 ) << 2;
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bits |= IEEE_FLT_SIGNBITSET( t3 ) << 3;
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bits |= IEEE_FLT_SIGNBITSET( s0 ) << 4;
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bits |= IEEE_FLT_SIGNBITSET( s1 ) << 5;
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bits |= IEEE_FLT_SIGNBITSET( s2 ) << 6;
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bits |= IEEE_FLT_SIGNBITSET( s3 ) << 7;
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bits ^= 0x0F; // flip lower four bits
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tOr |= bits;
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cullBits[i] = bits;
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}
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}
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totalOr = tOr;
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#endif
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}
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/*
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===================
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R_SegmentToSegmentDistanceSquare
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===================
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*/
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static float R_SegmentToSegmentDistanceSquare( const idVec3& start1, const idVec3& end1, const idVec3& start2, const idVec3& end2 )
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{
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const idVec3 dir0 = start1 - start2;
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const idVec3 dir1 = end1 - start1;
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const idVec3 dir2 = end2 - start2;
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const float dotDir1Dir1 = dir1 * dir1;
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const float dotDir2Dir2 = dir2 * dir2;
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const float dotDir1Dir2 = dir1 * dir2;
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const float dotDir0Dir1 = dir0 * dir1;
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const float dotDir0Dir2 = dir0 * dir2;
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if( dotDir1Dir1 < idMath::FLT_SMALLEST_NON_DENORMAL || dotDir2Dir2 < idMath::FLT_SMALLEST_NON_DENORMAL )
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{
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// At least one of the lines is degenerate.
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// The returned length is correct only if both lines are degenerate otherwise the start point of
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// the degenerate line has to be projected onto the other line to calculate the shortest distance.
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// The degenerate case is not relevant here though.
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return ( start2 - start1 ).LengthSqr();
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}
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const float d = dotDir1Dir1 * dotDir2Dir2 - dotDir1Dir2 * dotDir1Dir2;
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if( d < idMath::FLT_SMALLEST_NON_DENORMAL )
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{
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// The lines are parallel.
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// The returned length is not correct.
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// The parallel case is not relevent here though.
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return ( start2 - start1 ).LengthSqr();
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}
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const float n = dotDir0Dir2 * dotDir1Dir2 - dotDir0Dir1 * dotDir2Dir2;
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const float t1 = n / d;
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const float t1c = idMath::ClampFloat( 0.0f, 1.0f, t1 );
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const float t2 = ( dotDir0Dir2 + dotDir1Dir2 * t1 ) / dotDir2Dir2;
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const float t2c = idMath::ClampFloat( 0.0f, 1.0f, t2 );
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const idVec3 closest1 = start1 + ( dir1 * t1c );
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const idVec3 closest2 = start2 + ( dir2 * t2c );
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const float distSqr = ( closest2 - closest1 ).LengthSqr();
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return distSqr;
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}
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/*
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===================
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R_LineIntersectsTriangleExpandedWithSphere
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===================
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*/
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bool R_LineIntersectsTriangleExpandedWithSphere( const idVec3& lineStart, const idVec3& lineEnd, const idVec3& lineDir, const float lineLength,
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const float sphereRadius, const idVec3& triVert0, const idVec3& triVert1, const idVec3& triVert2 )
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{
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// edge directions
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const idVec3 edge1 = triVert1 - triVert0;
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const idVec3 edge2 = triVert2 - triVert0;
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// calculate determinant
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const idVec3 tvec = lineStart - triVert0;
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const idVec3 pvec = lineDir.Cross( edge1 );
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const idVec3 qvec = tvec.Cross( edge2 );
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const float det = edge2 * pvec;
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// calculate UV parameters
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const float u = ( tvec * pvec ) * det;
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const float v = ( lineDir * qvec ) * det;
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// test if the line passes through the triangle
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if( u >= 0.0f && u <= det * det )
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{
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if( v >= 0.0f && u + v <= det * det )
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{
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// if determinant is near zero then the ray lies in the triangle plane
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if( idMath::Fabs( det ) > idMath::FLT_SMALLEST_NON_DENORMAL )
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{
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const float fraction = ( edge1 * qvec ) / det;
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if( fraction >= 0.0f && fraction <= lineLength )
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{
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return true;
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}
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}
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}
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}
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const float radiusSqr = sphereRadius * sphereRadius;
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if( R_SegmentToSegmentDistanceSquare( lineStart, lineEnd, triVert0, triVert1 ) < radiusSqr )
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{
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return true;
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}
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if( R_SegmentToSegmentDistanceSquare( lineStart, lineEnd, triVert1, triVert2 ) < radiusSqr )
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{
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return true;
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}
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if( R_SegmentToSegmentDistanceSquare( lineStart, lineEnd, triVert2, triVert0 ) < radiusSqr )
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{
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return true;
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}
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return false;
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}
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/*
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===================
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R_ViewInsideShadowVolume
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If the light origin is visible from the view origin without intersecting any
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shadow volume near cap triangles then the view is not inside the shadow volume.
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The near cap triangles of the shadow volume are expanded to account for the near
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clip plane, because the view could be mathematically outside, but if the
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near clip plane chops a triangle then Z-pass rendering would fail.
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This is expensive but if the CPU time is available this can avoid many
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cases where the shadow volume would otherwise be rendered with Z-fail.
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Rendering with Z-fail can be significantly slower even on today's hardware.
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===================
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*/
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bool R_ViewInsideShadowVolume( byte* cullBits, const idShadowVert* verts, int numVerts, const triIndex_t* indexes, int numIndexes,
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const idVec3& localLightOrigin, const idVec3& localViewOrigin, const float zNear )
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{
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ALIGNTYPE16 idPlane planes[4];
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// create two planes orthogonal to each other that intersect along the trace
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idVec3 startDir = localLightOrigin - localViewOrigin;
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startDir.Normalize();
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startDir.NormalVectors( planes[0].Normal(), planes[1].Normal() );
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planes[0][3] = - localViewOrigin * planes[0].Normal();
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planes[1][3] = - localViewOrigin * planes[1].Normal();
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// create front and end planes so the trace is on the positive sides of both
|
|
planes[2] = startDir;
|
|
planes[2][3] = - localViewOrigin * planes[2].Normal();
|
|
planes[3] = -startDir;
|
|
planes[3][3] = - localLightOrigin * planes[3].Normal();
|
|
|
|
// catagorize each point against the four planes
|
|
byte totalOr = 0;
|
|
|
|
R_ShadowVolumeCullBits( cullBits, totalOr, zNear, planes, verts, numVerts );
|
|
|
|
// if we don't have points on both sides of both the ray planes, no intersection
|
|
if( ( totalOr ^ ( totalOr >> 4 ) ) & 3 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// if we don't have any points between front and end, no intersection
|
|
if( ( totalOr ^ ( totalOr >> 1 ) ) & 4 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// start streaming the indexes
|
|
idODSStreamedArray< triIndex_t, 256, SBT_QUAD, 3 > indexesODS( indexes, numIndexes );
|
|
|
|
// Calculate the start, end, dir and length of the line from the view origin to the light origin.
|
|
const idVec3 lineStart = localViewOrigin;
|
|
const idVec3 lineEnd = localLightOrigin;
|
|
const idVec3 lineDelta = lineEnd - lineStart;
|
|
const float lineLengthSqr = lineDelta.LengthSqr();
|
|
const float lineLengthRcp = idMath::InvSqrt( lineLengthSqr );
|
|
const idVec3 lineDir = lineDelta * lineLengthRcp;
|
|
const float lineLength = lineLengthSqr * lineLengthRcp;
|
|
|
|
for( int i = 0; i < numIndexes; )
|
|
{
|
|
|
|
const int nextNumIndexes = indexesODS.FetchNextBatch() - 3;
|
|
|
|
for( ; i <= nextNumIndexes; i += 3 )
|
|
{
|
|
const int i0 = indexesODS[i + 0];
|
|
const int i1 = indexesODS[i + 1];
|
|
const int i2 = indexesODS[i + 2];
|
|
|
|
// Get sidedness info for the triangle.
|
|
const byte triOr = cullBits[i0] | cullBits[i1] | cullBits[i2];
|
|
|
|
// If there are no points on both sides of both the ray planes, no intersection.
|
|
if( likely( ( triOr ^ ( triOr >> 4 ) ) & 3 ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If there are no points between front and end, no intersection.
|
|
if( unlikely( ( triOr ^ ( triOr >> 1 ) ) & 4 ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const idODSObject< idVec4 > triVert0( & verts[i0].xyzw );
|
|
const idODSObject< idVec4 > triVert1( & verts[i1].xyzw );
|
|
const idODSObject< idVec4 > triVert2( & verts[i2].xyzw );
|
|
|
|
// If the W of any of the coordinates is zero then the triangle is at or
|
|
// stretches to infinity which means it is not part of the near cap.
|
|
if( triVert0->w == 0.0f || triVert1->w == 0.0f || triVert2->w == 0.0f )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Test against the expanded triangle to see if we hit the near cap.
|
|
if( R_LineIntersectsTriangleExpandedWithSphere( lineStart, lineEnd, lineDir, lineLength, zNear,
|
|
triVert2->ToVec3(), triVert1->ToVec3(), triVert0->ToVec3() ) )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|