PreLightShadowVolume.h 3.6 KB

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  1. /*
  2. ===========================================================================
  3. Doom 3 BFG Edition GPL Source Code
  4. Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
  5. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
  6. Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
  7. it under the terms of the GNU General Public License as published by
  8. the Free Software Foundation, either version 3 of the License, or
  9. (at your option) any later version.
  10. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
  11. but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. GNU General Public License for more details.
  14. You should have received a copy of the GNU General Public License
  15. along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
  16. 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.
  17. 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.
  18. ===========================================================================
  19. */
  20. #ifndef __PRELIGHTSHADOWVOLUME_H__
  21. #define __PRELIGHTSHADOWVOLUME_H__
  22. /*
  23. ================================================================================================
  24. Pre-Light Shadow Volume Setup
  25. A pre-light shadow is cast from static world geometry touching a static light.
  26. A pre-light shadow volume does not extend to infinity but is capped at the light
  27. boundaries which means the end caps always need to be rendered.
  28. A pre-light shadow volume is created at map compile time and this job determines whether or
  29. not the shadow volume needs to be rendered with Z-Fail.
  30. ================================================================================================
  31. */
  32. /*
  33. ================================================
  34. preLightShadowVolumeParms_t
  35. ================================================
  36. */
  37. struct preLightShadowVolumeParms_t {
  38. // input
  39. const idShadowVert * verts; // streamed in from main memory
  40. int numVerts;
  41. const triIndex_t * indexes; // streamed in from main memory
  42. int numIndexes;
  43. idBounds triangleBounds;
  44. idRenderMatrix triangleMVP;
  45. idVec3 localLightOrigin;
  46. idVec3 localViewOrigin;
  47. float zNear;
  48. float lightZMin;
  49. float lightZMax;
  50. bool forceShadowCaps;
  51. bool useShadowPreciseInsideTest;
  52. bool useShadowDepthBounds;
  53. // temp
  54. byte * tempCullBits; // temp buffer in SPU local memory
  55. // output
  56. int * numShadowIndices; // streamed out to main memory
  57. int * renderZFail; // streamed out to main memory
  58. float * shadowZMin; // streamed out to main memory
  59. float * shadowZMax; // streamed out to main memory
  60. volatile shadowVolumeState_t * shadowVolumeState; // streamed out to main memory
  61. // next in chain on view light
  62. preLightShadowVolumeParms_t * next;
  63. int pad;
  64. };
  65. void PreLightShadowVolumeJob( const preLightShadowVolumeParms_t * parms );
  66. void PreLightShadowVolume_SetupSPURSHeader( CellSpursJob128 * job, const preLightShadowVolumeParms_t * parms );
  67. #endif // !__PRELIGHTSHADOWVOLUME_H__