X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_shadow.h;h=9e0326e2a5f4cf788d8694c15bfadf0bd7fcbabf;hb=50c4b3ff9165438604c2cba22dd9636043ebc5d6;hp=84078ac52ecb284e45b183b9535fcc9a6c870736;hpb=e5580a4c3b96651baab0c55549a5c47f9b517ede;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.h b/r_shadow.h index 84078ac5..9e0326e2 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -27,19 +27,36 @@ 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_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg); +void R_Shadow_RenderSurfacesLighting(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 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);