X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_shadow.h;h=d868dddf2103d5ec368aee53e7403d1c51dfb112;hb=1468c2e8327918ba5dcf33f121f7fa484c8a02a8;hp=8b97e4218c5cbf1c4845c8af896a1c34648442e5;hpb=034cc2f41e93d705c4437ed99564bdeeac6d4883;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.h b/r_shadow.h index 8b97e421..d868dddf 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -2,53 +2,83 @@ #ifndef R_SHADOW_H #define R_SHADOW_H +extern cvar_t r_shadow_bumpscale_basetexture; +extern cvar_t r_shadow_bumpscale_bumpmap; +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_realtime; -extern cvar_t r_shadow_gloss; -extern cvar_t r_shadow_debuglight; +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_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_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_Volume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance); -void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap); -void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap); -void R_Shadow_ClearStencil(void); - -void R_Shadow_RenderVolume(int numverts, int numtris, int *elements); -void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *mesh); -void R_Shadow_Stage_Begin(void); -void R_Shadow_Stage_ShadowVolumes(void); -void R_Shadow_Stage_Light(void); -void R_Shadow_Stage_End(void); -int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius); - -typedef struct worldlight_s -{ - vec3_t origin; - vec3_t light; - vec3_t mins; - vec3_t maxs; - vec_t lightradius; - vec_t cullradius; - struct worldlight_s *next; - msurface_t **surfaces; - int numsurfaces; - mleaf_t **leafs; - int numleafs; - rtexture_t *cubemap; - char *cubemapname; - int style; - shadowmesh_t *shadowvolume; - int selected; -} -worldlight_t; - -extern worldlight_t *r_shadow_worldlightchain; - -// 0 = normal, 1 = dynamic light shadows, 2 = world and dynamic light shadows -extern int r_shadow_lightingmode; -void R_Shadow_UpdateLightingMode(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); +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(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); + +void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i); +qboolean 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); void R_Shadow_UpdateWorldLightSelection(void); +extern rtlight_t *r_shadow_compilingrtlight; + +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); + +void R_ShadowVolumeLighting(qboolean visible); +void R_DrawCoronas(void); + +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); + +void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic); + #endif