X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_shadow.h;h=048fcc4ede2de61a7e92cdfa94c6c5f73e903dbd;hb=5107695c43a34852b947e3aff2c77ca4315206df;hp=fc36f337765f56694c1419406948f92de21d25af;hpb=bbb2827707bfbc2d2a7d3304473cafadffac5da5;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.h b/r_shadow.h index fc36f337..048fcc4e 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -31,11 +31,7 @@ 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_polygonfactor; -extern cvar_t r_shadow_polygonoffset; extern cvar_t r_shadow_texture3d; -extern cvar_t gl_ext_separatestencil; -extern cvar_t gl_ext_stenciltwoside; // used by shader for bouncegrid feature typedef struct r_shadow_bouncegrid_settings_s @@ -51,13 +47,15 @@ typedef struct r_shadow_bouncegrid_settings_s qboolean hitmodels; float lightradiusscale; int maxbounce; - int lightpathsize; + float lightpathsize_initial; + float lightpathsize_conespread; float particlebounceintensity; float particleintensity; int maxphotons; float energyperphoton; float spacing[3]; - int stablerandom; + int rng_type; + int rng_seed; float bounceminimumintensity2; } r_shadow_bouncegrid_settings_t; @@ -100,9 +98,7 @@ extern r_shadow_bouncegrid_state_t r_shadow_bouncegrid_state; void R_Shadow_Init(void); qboolean R_Shadow_ShadowMappingEnabled(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, vec3_t trismins, vec3_t trismaxs); void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris); -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); int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias); int R_Shadow_CalcSphereSideMask(const vec3_t p1, float radius, float bias); int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals); @@ -110,11 +106,9 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures 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 zpass); -void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass); +void R_Shadow_RenderMode_Lighting(qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass); void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping); -void R_Shadow_RenderMode_VisibleShadowVolumes(void); -void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent); +void R_Shadow_RenderMode_VisibleLighting(qboolean transparent); void R_Shadow_RenderMode_End(void); void R_Shadow_ClearStencil(void); void R_Shadow_SetupEntityLight(const entity_render_t *ent); @@ -133,7 +127,7 @@ void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec void R_RTLight_Compile(rtlight_t *rtlight); void R_RTLight_Uncompile(rtlight_t *rtlight); -void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); +void R_Shadow_PrepareLights(void); void R_Shadow_ClearShadowMapTexture(void); void R_Shadow_DrawPrepass(void); void R_Shadow_DrawLights(void); @@ -157,10 +151,8 @@ void R_Shadow_PrepareModelShadows(void); #define LP_LIGHTMAP 1 #define LP_RTWORLD 2 #define LP_DYNLIGHT 4 -void R_LightPoint(float *color, const vec3_t p, const int flags); -void R_CompleteLightPoint(float *ambientcolor, float *diffusecolor, float *diffusenormal, const vec3_t p, const int flags); +void R_CompleteLightPoint(float *ambient, float *diffuse, float *lightdir, const vec3_t p, const int flags, float lightmapintensity, float ambientintensity); void R_Shadow_DrawShadowMaps(void); -void R_Shadow_DrawModelShadows(void); #endif