X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_shadow.h;h=86cff446588f7c0de032e6a92c31492c31bb4ea2;hb=50179cc6a7fa538adf02e37077776a556e6ba63e;hp=ca62346911f9deff1e0a54bd3095ac61d606f535;hpb=e93d18b81c4c43ade8be7bb9c5d30710e12554b8;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.h b/r_shadow.h index ca623469..86cff446 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -4,74 +4,63 @@ extern cvar_t r_shadow_lightattenuationscale; extern cvar_t r_shadow_lightintensityscale; -extern cvar_t r_shadow_realtime; +extern cvar_t r_shadow_realtime_world; +extern cvar_t r_shadow_realtime_world_lightmaps; +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_worldshadows; +extern cvar_t r_shadow_dlightshadows; +extern cvar_t r_shadow_projectdistance; + +extern mempool_t *r_shadow_mempool; 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_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris); +void R_Shadow_VolumeFromBox(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, const vec3_t mins, const vec3_t maxs); +void R_Shadow_VolumeFromSphere(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, float radius); +#define LIGHTING_DIFFUSE 1 +#define LIGHTING_SPECULAR 2 +void R_Shadow_RenderLighting(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, const float *lightcolor, const matrix4x4_t *matrix_worldtolight, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, int lightingflags); void R_Shadow_ClearStencil(void); -// buffer space for the requested number of vertices, for processing -float *R_Shadow_VertexBuffer(int numvertices); - -void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *mesh); +void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i); 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_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius); int 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 +extern dlight_t *r_shadow_worldlightchain; - // 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; +void R_Shadow_UpdateWorldLightSelection(void); - // generated properties - 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; -} -worldlight_t; +extern rtlight_t *r_shadow_compilingrtlight; -extern worldlight_t *r_shadow_worldlightchain; +void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic); +void R_RTLight_Compile(rtlight_t *rtlight); +void R_RTLight_Uncompile(rtlight_t *rtlight); -// 0 = normal, 1 = dynamic light shadows, 2 = world and dynamic light shadows -extern int r_shadow_lightingmode; -void R_Shadow_UpdateLightingMode(void); +void R_ShadowVolumeLighting(int visiblevolumes); -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); #endif