X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_shadow.h;h=b77be83914b9485cdb3e8a83884c1640db5011dd;hb=250ec6ff92c3df1936799e60307ac5cffe467899;hp=9e0326e2a5f4cf788d8694c15bfadf0bd7fcbabf;hpb=950178bb27b243c35614b0f0a9c586fe6b8cb28e;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.h b/r_shadow.h index 9e0326e2..b77be839 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -8,55 +8,48 @@ 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_lightattenuationpower; extern cvar_t r_shadow_lightattenuationscale; extern cvar_t r_shadow_lightintensityscale; +extern cvar_t r_shadow_lightradiusscale; extern cvar_t r_shadow_portallight; 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_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_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_shadow_polygonfactor; -extern cvar_t r_shadow_shadow_polygonoffset; +extern cvar_t r_shadow_culltriangles; +extern cvar_t r_shadow_polygonfactor; +extern cvar_t r_shadow_polygonoffset; extern cvar_t r_shadow_singlepassvolumegeneration; extern cvar_t r_shadow_texture3d; +extern cvar_t gl_ext_separatestencil; extern cvar_t gl_ext_stenciltwoside; 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(int numsurfaces, msurface_t **surfacelist); +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); +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); +void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset); 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_StencilShadowVolumes(qboolean clearstencil); 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); @@ -72,7 +65,7 @@ void R_Shadow_UpdateWorldLightSelection(void); extern rtlight_t *r_shadow_compilingrtlight; -void R_RTLight_Update(dlight_t *light, int isstatic); +void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, qboolean 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);