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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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