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Initial commit
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/*
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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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if ( parms->tempCullBits == NULL ) {
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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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// 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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// 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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// 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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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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} else {
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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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*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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*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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*parms->shadowZMin = shadowZMin;
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}
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if ( parms->shadowZMax != NULL ) {
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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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*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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@@ -0,0 +1,84 @@
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/*
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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 __PRELIGHTSHADOWVOLUME_H__
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#define __PRELIGHTSHADOWVOLUME_H__
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/*
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================================================================================================
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Pre-Light Shadow Volume Setup
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A pre-light shadow is cast from static world geometry touching a static light.
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A pre-light shadow volume does not extend to infinity but is capped at the light
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boundaries which means the end caps always need to be rendered.
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A pre-light shadow volume is created at map compile time and this job determines whether or
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not the shadow volume needs to be rendered with Z-Fail.
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================================================================================================
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*/
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/*
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================================================
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preLightShadowVolumeParms_t
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================================================
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*/
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struct preLightShadowVolumeParms_t {
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// input
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const idShadowVert * 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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idBounds triangleBounds;
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idRenderMatrix triangleMVP;
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idVec3 localLightOrigin;
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idVec3 localViewOrigin;
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float zNear;
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float lightZMin;
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float lightZMax;
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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 * tempCullBits; // temp buffer in SPU local memory
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// output
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int * numShadowIndices; // 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 light
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preLightShadowVolumeParms_t * next;
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int pad;
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};
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void PreLightShadowVolumeJob( const preLightShadowVolumeParms_t * parms );
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void PreLightShadowVolume_SetupSPURSHeader( CellSpursJob128 * job, const preLightShadowVolumeParms_t * parms );
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#endif // !__PRELIGHTSHADOWVOLUME_H__
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@@ -0,0 +1,47 @@
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/*
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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
|
||||
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.
|
||||
|
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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 __PRELGHTSHADOWVOLUME_LOCAL_H__
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#define __PRELGHTSHADOWVOLUME_LOCAL_H__
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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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#include "PreLightShadowVolume.h"
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#endif // !__PRELGHTSHADOWVOLUME_LOCAL_H__
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