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 "StaticShadowVolume_local.h"
/*
===================
StaticShadowVolumeJob
===================
*/
void StaticShadowVolumeJob( const staticShadowVolumeParms_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 ) {
idRenderMatrix::DepthBoundsForShadowBounds( shadowZMin, shadowZMax, parms->triangleMVP, parms->triangleBounds, parms->localLightOrigin, true );
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 ( R_ViewPotentiallyInsideInfiniteShadowVolume( parms->triangleBounds, parms->localLightOrigin, parms->localViewOrigin, parms->zNear * INSIDE_SHADOW_VOLUME_EXTRA_STRETCH ) ) {
// 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;
}
}
// Check if we can avoid rendering the shadow volume caps.
numShadowIndices = ( parms->forceShadowCaps || renderZFail ) ? parms->numShadowIndicesWithCaps : parms->numShadowIndicesNoCaps;
}
// 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( StaticShadowVolumeJob, "StaticShadowVolumeJob" );

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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 __STATICSHADOWVOLUME_H__
#define __STATICSHADOWVOLUME_H__
/*
================================================================================================
Static Shadow Volume Setup
A static shadow is cast from a static model touching a static light.
A static shadow volume extends to infinity which allows the end caps to be omitted
when the view is outside and far enough away from the shadow volume.
A static shadow volume is created at map load time and this job determines whether or
not the end caps need to be rendered, whether or not the shadow volume needs to be
rendered with Z-Fail, and optionally calculates the shadow volume depth bounds.
================================================================================================
*/
/*
================================================
staticShadowVolumeParms_t
================================================
*/
struct staticShadowVolumeParms_t {
// input
const idShadowVert * verts; // streamed in from main memory
int numVerts;
const triIndex_t * indexes; // streamed in from main memory
int numIndexes;
int numShadowIndicesWithCaps;
int numShadowIndicesNoCaps;
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 entity
staticShadowVolumeParms_t * next;
int pad[3];
};
void StaticShadowVolumeJob( const staticShadowVolumeParms_t * parms );
void StaticShadowVolume_SetupSPURSHeader( CellSpursJob128 * job, const staticShadowVolumeParms_t * parms );
#endif // !__STATICSHADOWVOLUME_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 __STATICSHADOWVOLUME_LOCAL_H__
#define __STATICSHADOWVOLUME_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 "StaticShadowVolume.h"
#endif // !__STATICSHADOWVOLUME_LOCAL_H__