X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_shadow.h;h=25e6ce0f0126beef2d8bc33e68cf71b4e37ab0e8;hb=90649aa121ba70a3d9c3a20cdc00099fe78a0f96;hp=ca62346911f9deff1e0a54bd3095ac61d606f535;hpb=e93d18b81c4c43ade8be7bb9c5d30710e12554b8;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.h b/r_shadow.h index ca623469..25e6ce0f 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -2,76 +2,193 @@ #ifndef R_SHADOW_H #define R_SHADOW_H +#include "taskqueue.h" + +#define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8 + +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_gloss2exponent; +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; -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_lightradiusscale; +extern cvar_t r_shadow_projectdistance; +extern cvar_t r_shadow_frontsidecasting; +extern cvar_t r_shadow_realtime_dlight; +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; -void R_Shadow_Init(void); -void R_Shadow_Volume(int numverts, int numtris, 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); +// used by shader for bouncegrid feature +typedef struct r_shadow_bouncegrid_settings_s +{ + qboolean staticmode; + qboolean directionalshading; + qboolean includedirectlighting; + qboolean blur; + qboolean normalizevectors; + int floatcolors; + float dlightparticlemultiplier; + qboolean hitmodels; + float lightradiusscale; + int maxbounce; + float lightpathsize; + float particlebounceintensity; + float particleintensity; + int maxphotons; + float energyperphoton; + float spacing[3]; + 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; -// buffer space for the requested number of vertices, for processing -float *R_Shadow_VertexBuffer(int numvertices); +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; -void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *mesh); -void R_Shadow_Stage_Begin(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_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius); -int R_Shadow_ScissorForBBox(const float *mins, const float *maxs); + // results + int numpaths; + r_shadow_bouncegrid_photon_path_t paths[PHOTON_MAX_PATHS]; +} +r_shadow_bouncegrid_photon_t; -typedef struct worldlight_s +typedef struct r_shadow_bouncegrid_state_s { - // saved properties - vec3_t origin; - vec_t lightradius; - vec3_t light; - vec3_t angles; - int castshadows; - char *cubemapname; - - // shadow volumes are done entirely in model space, so there are no matrices for dealing with them... - - // note that the world to light matrices are inversely scaled (divided) by lightradius - - // 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; - - // generated properties + r_shadow_bouncegrid_settings_t settings; + qboolean capable; + qboolean allowdirectionalshading; + qboolean directional; // copied from settings.directionalshading after createtexture is decided + qboolean createtexture; // set to true to recreate the texture rather than updating it - happens when size changes or directional changes + rtexture_t *texture; + matrix4x4_t matrix; + vec_t intensity; + double lastupdatetime; + int resolution[3]; + int numpixels; + int pixelbands; + int pixelsperband; + int bytesperband; + float spacing[3]; + float ispacing[3]; vec3_t mins; vec3_t maxs; - vec_t cullradius; - struct worldlight_s *next; - msurface_t **surfaces; - int numsurfaces; - mleaf_t **leafs; - int numleafs; - rtexture_t *cubemap; - int style; - shadowmesh_t *shadowvolume; - int selected; + vec3_t size; + + // per-frame data that is very temporary + 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 } -worldlight_t; +r_shadow_bouncegrid_state_t; + +extern r_shadow_bouncegrid_state_t r_shadow_bouncegrid_state; + +void R_Shadow_Init(void); +qboolean R_Shadow_ShadowMappingEnabled(void); +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); +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); +void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist); +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_Lighting(qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass); +void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping); +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); -extern worldlight_t *r_shadow_worldlightchain; +qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs); -// 0 = normal, 1 = dynamic light shadows, 2 = world and dynamic light shadows -extern int r_shadow_lightingmode; -void R_Shadow_UpdateLightingMode(void); +// these never change, they are used to create attenuation matrices +extern matrix4x4_t matrix_attenuationxyz; +extern matrix4x4_t matrix_attenuationz; void R_Shadow_UpdateWorldLightSelection(void); +extern rtlight_t *r_shadow_compilingrtlight; + +void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int 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); + +void R_Shadow_PrepareLights(void); +void R_Shadow_ClearShadowMapTexture(void); +void R_Shadow_DrawPrepass(void); +void R_Shadow_DrawLights(void); +void R_Shadow_DrawCoronas(void); + +extern int maxshadowmark; +extern int numshadowmark; +extern int *shadowmark; +extern int *shadowmarklist; +extern int shadowmarkcount; +void R_Shadow_PrepareShadowMark(int numtris); + +extern int maxshadowsides; +extern int numshadowsides; +extern unsigned char *shadowsides; +extern int *shadowsideslist; +void R_Shadow_PrepareShadowSides(int numtris); + +void R_Shadow_PrepareModelShadows(void); + +#define LP_LIGHTMAP 1 +#define LP_RTWORLD 2 +#define LP_DYNLIGHT 4 +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); + #endif