X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_shadow.h;h=d4d4b078f2db3bc5f173047e2eb1fa12f6433a04;hb=5f6013df0acabebeb17602e8824f4e450d010d9f;hp=895a3558fd78b301e755f6853be82f2e11dd763d;hpb=1fd37f5239fe019e4d53c3e19b6fa9ff67da12e1;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.h b/r_shadow.h index 895a3558..d4d4b078 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -2,6 +2,8 @@ #ifndef R_SHADOW_H #define R_SHADOW_H +#define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8 + extern cvar_t r_shadow_bumpscale_basetexture; extern cvar_t r_shadow_bumpscale_bumpmap; extern cvar_t r_shadow_debuglight; @@ -9,12 +11,12 @@ 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_gloss2exponent; extern cvar_t r_shadow_glossexact; 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; @@ -29,23 +31,33 @@ 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_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; +// used by shader for bouncegrid feature +extern rtexture_t *r_shadow_bouncegridtexture; +extern matrix4x4_t r_shadow_bouncegridmatrix; +extern vec_t r_shadow_bouncegridintensity; +extern qboolean r_shadow_bouncegriddirectional; + void R_Shadow_Init(void); +qboolean R_Shadow_ShadowMappingEnabled(void); 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, vec3_t trismins, vec3_t trismaxs); +void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris); 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 firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject); +int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias); +int R_Shadow_CalcSphereSideMask(const vec3_t p1, float radius, float bias); +int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals); +void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist); void R_Shadow_RenderMode_Begin(void); void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight); void R_Shadow_RenderMode_Reset(void); void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass); -void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent); +void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping); +void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping); void R_Shadow_RenderMode_VisibleShadowVolumes(void); void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent); void R_Shadow_RenderMode_End(void); @@ -58,8 +70,6 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs); extern matrix4x4_t matrix_attenuationxyz; extern matrix4x4_t matrix_attenuationz; -rtexture_t *R_Shadow_Cubemap(const char *basename); - void R_Shadow_UpdateWorldLightSelection(void); extern rtlight_t *r_shadow_compilingrtlight; @@ -68,10 +78,10 @@ void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec void R_RTLight_Compile(rtlight_t *rtlight); void R_RTLight_Uncompile(rtlight_t *rtlight); -void R_ShadowVolumeLighting(qboolean visible); -void R_DrawCoronas(void); - -int *R_Shadow_ResizeShadowElements(int numtris); +void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); +void R_Shadow_DrawPrepass(void); +void R_Shadow_DrawLights(void); +void R_Shadow_DrawCoronas(void); extern int maxshadowmark; extern int numshadowmark; @@ -80,6 +90,21 @@ extern int *shadowmarklist; extern int shadowmarkcount; void R_Shadow_PrepareShadowMark(int numtris); -void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic); +extern int maxshadowsides; +extern int numshadowsides; +extern unsigned char *shadowsides; +extern int *shadowsideslist; +void R_Shadow_PrepareShadowSides(int numtris); + +void R_Shadow_PrepareModelShadows(void); + +#define LP_LIGHTMAP 1 +#define LP_RTWORLD 2 +#define LP_DYNLIGHT 4 +void R_LightPoint(vec3_t color, const vec3_t p, const int flags); +void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, const int flags); + +void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); +void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); #endif