X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=r_shadow.h;h=33fc453e518a607fef59cf3219d33c2cd324a2b5;hb=a0b9d49361de0b03d7775381698c8df56e11844c;hp=449c62eaa32b2574a9b16076dd22bd232b25c707;hpb=d3b158411b1d81181e05f750d9a7b0b2268438e2;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.h b/r_shadow.h index 449c62ea..33fc453e 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -2,69 +2,83 @@ #ifndef R_SHADOW_H #define R_SHADOW_H +extern cvar_t r_shadow_bumpscale_basetexture; +extern cvar_t r_shadow_bumpscale_bumpmap; +extern cvar_t r_shadow_debuglight; +extern cvar_t r_shadow_gloss; +extern cvar_t r_shadow_gloss2intensity; +extern cvar_t r_shadow_glossintensity; +extern cvar_t r_shadow_glossexponent; +extern cvar_t r_shadow_glossexact; +extern cvar_t r_shadow_lightattenuationpower; extern cvar_t r_shadow_lightattenuationscale; extern cvar_t r_shadow_lightintensityscale; -extern cvar_t r_shadow_realtime_world; +extern cvar_t r_shadow_lightradiusscale; +extern cvar_t r_shadow_portallight; +extern cvar_t r_shadow_projectdistance; +extern cvar_t r_shadow_frontsidecasting; extern cvar_t r_shadow_realtime_dlight; -extern cvar_t r_shadow_visiblevolumes; -extern cvar_t r_shadow_gloss; -extern cvar_t r_shadow_debuglight; -extern cvar_t r_shadow_bumpscale_bumpmap; -extern cvar_t r_shadow_bumpscale_basetexture; +extern cvar_t r_shadow_realtime_dlight_shadows; +extern cvar_t r_shadow_realtime_dlight_svbspculling; +extern cvar_t r_shadow_realtime_dlight_portalculling; +extern cvar_t r_shadow_realtime_world; +extern cvar_t r_shadow_realtime_world_lightmaps; +extern cvar_t r_shadow_realtime_world_shadows; +extern cvar_t r_shadow_realtime_world_compile; +extern cvar_t r_shadow_realtime_world_compileshadow; +extern cvar_t r_shadow_realtime_world_compilesvbsp; +extern cvar_t r_shadow_realtime_world_compileportalculling; +extern cvar_t r_shadow_scissor; +extern cvar_t r_shadow_culltriangles; +extern cvar_t r_shadow_polygonfactor; +extern cvar_t r_shadow_polygonoffset; +extern cvar_t r_shadow_singlepassvolumegeneration; +extern cvar_t r_shadow_texture3d; +extern cvar_t gl_ext_separatestencil; +extern cvar_t gl_ext_stenciltwoside; void R_Shadow_Init(void); -void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance); -void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertices, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtofilter, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap); -void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertices, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtofilter, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap); -void R_Shadow_ClearStencil(void); +void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris); +void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs); +void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject); +void R_Shadow_RenderMode_Begin(void); +void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight); +void R_Shadow_RenderMode_Reset(void); +void R_Shadow_RenderMode_StencilShadowVolumes(qboolean clearstencil); +void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent); +void R_Shadow_RenderMode_VisibleShadowVolumes(void); +void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent); +void R_Shadow_RenderMode_End(void); +void R_Shadow_SetupEntityLight(const entity_render_t *ent); -void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *mesh); -void R_Shadow_Stage_Begin(void); -void R_Shadow_LoadWorldLightsIfNeeded(void); -void R_Shadow_Stage_ShadowVolumes(void); -void R_Shadow_Stage_LightWithShadows(void); -void R_Shadow_Stage_LightWithoutShadows(void); -void R_Shadow_Stage_End(void); -int R_Shadow_ScissorForBBox(const float *mins, const float *maxs); +qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs); -typedef struct worldlight_s -{ - // saved properties - vec3_t origin; - vec_t lightradius; - vec3_t light; - vec3_t angles; - int castshadows; - char *cubemapname; +// these never change, they are used to create attenuation matrices +extern matrix4x4_t matrix_attenuationxyz; +extern matrix4x4_t matrix_attenuationz; - // shadow volumes are done entirely in model space, so there are no matrices for dealing with them... +rtexture_t *R_Shadow_Cubemap(const char *basename); - // note that the world to light matrices are inversely scaled (divided) by lightradius +void R_Shadow_UpdateWorldLightSelection(void); - // matrix for transforming world coordinates to light filter coordinates - //matrix4x4_t matrix_worldtofilter; - // based on worldtofilter this transforms -1 to +1 to 0 to 1 for purposes - // of attenuation texturing in full 3D (z result often ignored) - //matrix4x4_t matrix_worldtoattenuationxyz; - // this transforms only the Z to S, and T is always 0.5 - //matrix4x4_t matrix_worldtoattenuationz; +extern rtlight_t *r_shadow_compilingrtlight; - // generated properties - vec3_t mins; - vec3_t maxs; - vec_t cullradius; - struct worldlight_s *next; - msurface_t **surfaces; - int numsurfaces; - rtexture_t *cubemap; - int style; - shadowmesh_t *shadowvolume; - int selected; -} -worldlight_t; +void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, qboolean shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags); +void R_RTLight_Compile(rtlight_t *rtlight); +void R_RTLight_Uncompile(rtlight_t *rtlight); -extern worldlight_t *r_shadow_worldlightchain; +void R_ShadowVolumeLighting(qboolean visible); +void R_DrawCoronas(void); -void R_Shadow_UpdateWorldLightSelection(void); +int *R_Shadow_ResizeShadowElements(int numtris); + +extern int maxshadowmark; +extern int numshadowmark; +extern int *shadowmark; +extern int *shadowmarklist; +extern int shadowmarkcount; +void R_Shadow_PrepareShadowMark(int numtris); + +void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic); #endif