X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_shadow.h;h=25e6ce0f0126beef2d8bc33e68cf71b4e37ab0e8;hb=7a6273c95a958a24ee0016e389a4173028604491;hp=30403f4b623de40e25bf758e53405855f616258c;hpb=28f64beb60928fdcf2a8932a4971ce547fd98062;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.h b/r_shadow.h index 30403f4b..25e6ce0f 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -2,6 +2,8 @@ #ifndef R_SHADOW_H #define R_SHADOW_H +#include "taskqueue.h" + #define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8 extern cvar_t r_shadow_bumpscale_basetexture; @@ -31,35 +33,58 @@ 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 { qboolean staticmode; - qboolean bounceanglediffuse; qboolean directionalshading; qboolean includedirectlighting; qboolean blur; + qboolean normalizevectors; int floatcolors; float dlightparticlemultiplier; qboolean hitmodels; float lightradiusscale; int maxbounce; - int lightpathsize; + float lightpathsize; float particlebounceintensity; float particleintensity; int maxphotons; float energyperphoton; float spacing[3]; - int stablerandom; + int rng_type; + int rng_seed; + float bounceminimumintensity2; + int subsamples; } r_shadow_bouncegrid_settings_t; +#define PHOTON_MAX_PATHS 11 + +typedef struct r_shadow_bouncegrid_photon_path_s +{ + vec3_t start; + vec3_t end; + vec3_t color; +} +r_shadow_bouncegrid_photon_path_t; + +typedef struct r_shadow_bouncegrid_photon_s +{ + // parameters for tracing this photon + vec3_t start; + vec3_t end; + float color[3]; + float bounceminimumintensity2; + float startrefractiveindex; + + // results + int numpaths; + r_shadow_bouncegrid_photon_path_t paths[PHOTON_MAX_PATHS]; +} +r_shadow_bouncegrid_photon_t; + typedef struct r_shadow_bouncegrid_state_s { r_shadow_bouncegrid_settings_t settings; @@ -81,12 +106,27 @@ typedef struct r_shadow_bouncegrid_state_s vec3_t mins; vec3_t maxs; vec3_t size; - int maxsplatpaths; // per-frame data that is very temporary - int numsplatpaths; - struct r_shadow_bouncegrid_splatpath_s *splatpaths; - float *highpixels; + int highpixels_index; // which one is active - this toggles when doing blur + float *highpixels; // equals blurpixels[highpixels_index] + float *blurpixels[2]; + unsigned char *u8pixels; // temporary processing buffer when outputting to rgba8 format + unsigned short *fp16pixels; // temporary processing buffer when outputting to rgba16f format + // describe the photons we intend to shoot for threaded dispatch + int numphotons; // number of photons to shoot this frame, always <= settings.maxphotons + r_shadow_bouncegrid_photon_t *photons; // describes the photons being shot this frame + + // tasks + taskqueue_task_t cleartex_task; // clears the highpixels array + taskqueue_task_t assignphotons_task; // sets the photon counts on lights, etc + taskqueue_task_t enqueuephotons_task; // enqueues tasks to shoot the photons + taskqueue_task_t *photons_tasks; // [maxphotons] taskqueue entries to perform the photon shots + taskqueue_task_t photons_done_task; // checks that all photon shots are completed + taskqueue_task_t enqueue_slices_task; // enqueues slice tasks to render the light accumulation into the texture + taskqueue_task_t *slices_tasks; // [resolution[1]] taskqueue entries to perform the light path accumulation into the texture + taskqueue_task_t slices_done_task; // checks that light accumulation in the texture is done + taskqueue_task_t blurpixels_task; // blurs the highpixels array } r_shadow_bouncegrid_state_t; @@ -94,9 +134,7 @@ 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); @@ -104,11 +142,9 @@ 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); @@ -127,7 +163,7 @@ 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); @@ -151,10 +187,8 @@ 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