DOOM-3-BFG

DOOM 3 BFG Edition
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PreLightShadowVolume.h (3653B)


      1 /*
      2 ===========================================================================
      3 
      4 Doom 3 BFG Edition GPL Source Code
      5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 
      6 
      7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").  
      8 
      9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
     10 it under the terms of the GNU General Public License as published by
     11 the Free Software Foundation, either version 3 of the License, or
     12 (at your option) any later version.
     13 
     14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
     15 but WITHOUT ANY WARRANTY; without even the implied warranty of
     16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
     17 GNU General Public License for more details.
     18 
     19 You should have received a copy of the GNU General Public License
     20 along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.
     21 
     22 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.
     23 
     24 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.
     25 
     26 ===========================================================================
     27 */
     28 #ifndef __PRELIGHTSHADOWVOLUME_H__
     29 #define __PRELIGHTSHADOWVOLUME_H__
     30 
     31 /*
     32 ================================================================================================
     33 
     34 Pre-Light Shadow Volume Setup
     35 
     36 A pre-light shadow is cast from static world geometry touching a static light.
     37 A pre-light shadow volume does not extend to infinity but is capped at the light
     38 boundaries which means the end caps always need to be rendered.
     39 
     40 A pre-light shadow volume is created at map compile time and this job determines whether or
     41 not the shadow volume needs to be rendered with Z-Fail.
     42 
     43 ================================================================================================
     44 */
     45 
     46 /*
     47 ================================================
     48 preLightShadowVolumeParms_t
     49 ================================================
     50 */
     51 struct preLightShadowVolumeParms_t {
     52 	// input
     53 	const idShadowVert *			verts;					// streamed in from main memory
     54 	int								numVerts;
     55 	const triIndex_t *				indexes;				// streamed in from main memory
     56 	int								numIndexes;
     57 	idBounds						triangleBounds;
     58 	idRenderMatrix					triangleMVP;
     59 	idVec3							localLightOrigin;
     60 	idVec3							localViewOrigin;
     61 	float							zNear;
     62 	float							lightZMin;
     63 	float							lightZMax;
     64 	bool							forceShadowCaps;
     65 	bool							useShadowPreciseInsideTest;
     66 	bool							useShadowDepthBounds;
     67 	// temp
     68 	byte *							tempCullBits;			// temp buffer in SPU local memory
     69 	// output
     70 	int *							numShadowIndices;		// streamed out to main memory
     71 	int *							renderZFail;			// streamed out to main memory
     72 	float *							shadowZMin;				// streamed out to main memory
     73 	float *							shadowZMax;				// streamed out to main memory
     74 	volatile shadowVolumeState_t *	shadowVolumeState;		// streamed out to main memory
     75 	// next in chain on view light
     76 	preLightShadowVolumeParms_t *	next;
     77 	int								pad;
     78 };
     79 
     80 
     81 void PreLightShadowVolumeJob( const preLightShadowVolumeParms_t * parms );
     82 void PreLightShadowVolume_SetupSPURSHeader( CellSpursJob128 * job, const preLightShadowVolumeParms_t * parms );
     83 
     84 #endif // !__PRELIGHTSHADOWVOLUME_H__