X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_shadow.h;h=bd01cd450de102a806b629a29c993be4a7c6547e;hb=a7f3098c45daeb30e23bdc6412cf1512ab1927c6;hp=bd3669d01ace60dde2c2d73d22e6a209a4c3d1b6;hpb=64a368a5aabc3826fa374e35cd5e55909c8fa344;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.h b/r_shadow.h index bd3669d0..bd01cd45 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -2,10 +2,64 @@ #ifndef R_SHADOW_H #define R_SHADOW_H +extern cvar_t r_shadow_lightattenuationscale; +extern cvar_t r_shadow_lightintensityscale; +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 mempool_t *r_shadow_mempool; + void R_Shadow_Init(void); -void R_Shadow_Volume(int numverts, int numtris, float *vertex, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance, int visiblevolume); -void R_Shadow_VertexLight(int numverts, float *vertex, float *normals, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor); -void R_Shadow_RenderLightThroughStencil(int numverts, int numtris, int *elements, vec3_t relativelightorigin, float *normals); +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); +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_ScissorForBBox(const float *mins, const float *maxs); + +// these never change, they are used to create attenuation matrices +extern matrix4x4_t matrix_attenuationxyz; +extern matrix4x4_t matrix_attenuationz; + +rtexture_t *R_Shadow_Cubemap(const char *basename); + +extern dlight_t *r_shadow_worldlightchain; + +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_Compile(rtlight_t *rtlight); +void R_RTLight_Uncompile(rtlight_t *rtlight); + +void R_ShadowVolumeLighting(int visiblevolumes); + +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