Initial commit

This commit is contained in:
Brian Harris
2012-11-26 12:58:24 -06:00
parent a5214f79ef
commit 5016f605b8
1115 changed files with 587266 additions and 0 deletions

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/*
===========================================================================
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" );

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/*
===========================================================================
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 __PRELIGHTSHADOWVOLUME_H__
#define __PRELIGHTSHADOWVOLUME_H__
/*
================================================================================================
Pre-Light Shadow Volume Setup
A pre-light shadow is cast from static world geometry touching a static light.
A pre-light shadow volume does not extend to infinity but is capped at the light
boundaries which means the end caps always need to be rendered.
A pre-light shadow volume is created at map compile time and this job determines whether or
not the shadow volume needs to be rendered with Z-Fail.
================================================================================================
*/
/*
================================================
preLightShadowVolumeParms_t
================================================
*/
struct preLightShadowVolumeParms_t {
// input
const idShadowVert * verts; // streamed in from main memory
int numVerts;
const triIndex_t * indexes; // streamed in from main memory
int numIndexes;
idBounds triangleBounds;
idRenderMatrix triangleMVP;
idVec3 localLightOrigin;
idVec3 localViewOrigin;
float zNear;
float lightZMin;
float lightZMax;
bool forceShadowCaps;
bool useShadowPreciseInsideTest;
bool useShadowDepthBounds;
// temp
byte * tempCullBits; // temp buffer in SPU local memory
// output
int * numShadowIndices; // streamed out to main memory
int * renderZFail; // streamed out to main memory
float * shadowZMin; // streamed out to main memory
float * shadowZMax; // streamed out to main memory
volatile shadowVolumeState_t * shadowVolumeState; // streamed out to main memory
// next in chain on view light
preLightShadowVolumeParms_t * next;
int pad;
};
void PreLightShadowVolumeJob( const preLightShadowVolumeParms_t * parms );
void PreLightShadowVolume_SetupSPURSHeader( CellSpursJob128 * job, const preLightShadowVolumeParms_t * parms );
#endif // !__PRELIGHTSHADOWVOLUME_H__

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/*
===========================================================================
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 __PRELGHTSHADOWVOLUME_LOCAL_H__
#define __PRELGHTSHADOWVOLUME_LOCAL_H__
#include "../../../idlib/ParallelJobList_JobHeaders.h"
#include "../../../idlib/SoftwareCache.h"
#include "../../../idlib/math/Vector.h"
#include "../../../idlib/math/Matrix.h"
#include "../../../idlib/math/Quat.h"
#include "../../../idlib/math/Rotation.h"
#include "../../../idlib/math/Plane.h"
#include "../../../idlib/bv/Sphere.h"
#include "../../../idlib/bv/Bounds.h"
#include "../../../idlib/geometry/JointTransform.h"
#include "../../../idlib/geometry/DrawVert.h"
#include "../../../idlib/geometry/RenderMatrix.h"
#include "../ShadowShared.h"
#include "PreLightShadowVolume.h"
#endif // !__PRELGHTSHADOWVOLUME_LOCAL_H__