mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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107 lines
4.2 KiB
C++
107 lines
4.2 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 "PreLightShadowVolume_local.h"
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/*
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===================
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PreLightShadowVolumeJob
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===================
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*/
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void PreLightShadowVolumeJob( const preLightShadowVolumeParms_t* parms )
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{
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if( parms->tempCullBits == NULL )
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{
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*const_cast< byte** >( &parms->tempCullBits ) = ( byte* )_alloca16( TEMP_CULLBITS( parms->numVerts ) );
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}
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// Calculate the shadow depth bounds.
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float shadowZMin = parms->lightZMin;
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float shadowZMax = parms->lightZMax;
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if( parms->useShadowDepthBounds )
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{
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// NOTE: pre-light shadow volumes typically cover the whole light volume so
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// there is no real point in trying to calculate tighter depth bounds here
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shadowZMin = Max( shadowZMin, parms->lightZMin );
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shadowZMax = Min( shadowZMax, parms->lightZMax );
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}
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bool renderZFail = false;
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int numShadowIndices = 0;
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// The shadow volume may be depth culled if either the shadow volume was culled to the view frustum or if the
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// depth range of the visible part of the shadow volume is outside the depth range of the light volume.
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if( shadowZMin < shadowZMax )
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{
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// Check if we need to render the shadow volume with Z-fail.
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// If the view is potentially inside the shadow volume bounds we may need to render with Z-fail.
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if( parms->triangleBounds.Expand( parms->zNear * INSIDE_SHADOW_VOLUME_EXTRA_STRETCH ).ContainsPoint( parms->localViewOrigin ) )
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{
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// Optionally perform a more precise test to see whether or not the view is inside the shadow volume.
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if( parms->useShadowPreciseInsideTest && parms->verts != NULL && parms->indexes != NULL )
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{
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renderZFail = R_ViewInsideShadowVolume( parms->tempCullBits, parms->verts, parms->numVerts, parms->indexes, parms->numIndexes,
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parms->localLightOrigin, parms->localViewOrigin, parms->zNear * INSIDE_SHADOW_VOLUME_EXTRA_STRETCH );
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}
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else
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{
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renderZFail = true;
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}
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}
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// must always draw the caps because pre-light shadows do not project to infinity
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numShadowIndices = parms->numIndexes;
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}
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// write out the number of shadow indices
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if( parms->numShadowIndices != NULL )
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{
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*parms->numShadowIndices = numShadowIndices;
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}
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// write out whether or not the shadow volume needs to be rendered with Z-Fail
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if( parms->renderZFail != NULL )
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{
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*parms->renderZFail = renderZFail;
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}
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// write out the shadow depth bounds
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if( parms->shadowZMin != NULL )
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{
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*parms->shadowZMin = shadowZMin;
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}
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if( parms->shadowZMax != NULL )
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{
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*parms->shadowZMax = shadowZMax;
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}
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// write out the shadow volume state
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if( parms->shadowVolumeState != NULL )
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{
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*parms->shadowVolumeState = SHADOWVOLUME_DONE;
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}
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}
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REGISTER_PARALLEL_JOB( PreLightShadowVolumeJob, "PreLightShadowVolumeJob" );
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