X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_shadow.h;h=9181da99fa3884ae33bd50bbeb22a0b41947e2e6;hb=7977ef74dc79b00067952417dd4252ed3ebcbadb;hp=b63a52564ee43c8f22bb2be193f0263ce042383c;hpb=af0dcabc0e2b5e187cc9182015b612d5ae4efb0b;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.h b/r_shadow.h index b63a5256..9181da99 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -21,23 +21,43 @@ extern cvar_t r_shadow_realtime_world_dlightshadows; 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_compilelight; extern cvar_t r_shadow_realtime_world_compileshadow; extern cvar_t r_shadow_scissor; extern cvar_t r_shadow_shadow_polygonfactor; extern cvar_t r_shadow_shadow_polygonoffset; extern cvar_t r_shadow_singlepassvolumegeneration; extern cvar_t r_shadow_texture3d; -extern cvar_t r_shadow_visiblelighting; -extern cvar_t r_shadow_visiblevolumes; extern cvar_t gl_ext_stenciltwoside; -extern mempool_t *r_shadow_mempool; - void R_Shadow_Init(void); 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_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, 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 numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture); +void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist); +void R_Shadow_RenderMode_Begin(void); +void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight); +void R_Shadow_RenderMode_Reset(void); +void R_Shadow_RenderMode_StencilShadowVolumes(void); +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); + +// light currently being rendered +extern rtlight_t *r_shadow_rtlight; + +// this is the location of the eye in entity space +extern vec3_t r_shadow_entityeyeorigin; +// this is the location of the light in entity space +extern vec3_t r_shadow_entitylightorigin; +// this transforms entity coordinates to light filter cubemap coordinates +// (also often used for other purposes) +extern matrix4x4_t r_shadow_entitytolight; +// based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes +// of attenuation texturing in full 3D (Z result often ignored) +extern matrix4x4_t r_shadow_entitytoattenuationxyz; +// this transforms only the Z to S, and T is always 0.5 +extern matrix4x4_t r_shadow_entitytoattenuationz; void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i); qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs); @@ -54,7 +74,7 @@ void R_Shadow_UpdateWorldLightSelection(void); extern rtlight_t *r_shadow_compilingrtlight; -void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic); +void R_RTLight_Update(dlight_t *light, int isstatic); void R_RTLight_Compile(rtlight_t *rtlight); void R_RTLight_Uncompile(rtlight_t *rtlight);