doom3-bfg/neo/renderer/jobs/prelightshadowvolume/PreLightShadowVolume.cpp

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