5 #define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8
7 extern cvar_t r_shadow_bumpscale_basetexture;
8 extern cvar_t r_shadow_bumpscale_bumpmap;
9 extern cvar_t r_shadow_debuglight;
10 extern cvar_t r_shadow_gloss;
11 extern cvar_t r_shadow_gloss2intensity;
12 extern cvar_t r_shadow_glossintensity;
13 extern cvar_t r_shadow_glossexponent;
14 extern cvar_t r_shadow_gloss2exponent;
15 extern cvar_t r_shadow_glossexact;
16 extern cvar_t r_shadow_lightattenuationpower;
17 extern cvar_t r_shadow_lightattenuationscale;
18 extern cvar_t r_shadow_lightintensityscale;
19 extern cvar_t r_shadow_lightradiusscale;
20 extern cvar_t r_shadow_projectdistance;
21 extern cvar_t r_shadow_frontsidecasting;
22 extern cvar_t r_shadow_realtime_dlight;
23 extern cvar_t r_shadow_realtime_dlight_shadows;
24 extern cvar_t r_shadow_realtime_dlight_svbspculling;
25 extern cvar_t r_shadow_realtime_dlight_portalculling;
26 extern cvar_t r_shadow_realtime_world;
27 extern cvar_t r_shadow_realtime_world_lightmaps;
28 extern cvar_t r_shadow_realtime_world_shadows;
29 extern cvar_t r_shadow_realtime_world_compile;
30 extern cvar_t r_shadow_realtime_world_compileshadow;
31 extern cvar_t r_shadow_realtime_world_compilesvbsp;
32 extern cvar_t r_shadow_realtime_world_compileportalculling;
33 extern cvar_t r_shadow_scissor;
34 extern cvar_t r_shadow_polygonfactor;
35 extern cvar_t r_shadow_polygonoffset;
36 extern cvar_t r_shadow_texture3d;
37 extern cvar_t gl_ext_separatestencil;
38 extern cvar_t gl_ext_stenciltwoside;
40 // used by shader for bouncegrid feature
41 typedef struct r_shadow_bouncegrid_settings_s
44 qboolean bounceanglediffuse;
45 qboolean directionalshading;
46 qboolean includedirectlighting;
49 float dlightparticlemultiplier;
51 float lightradiusscale;
54 float particlebounceintensity;
55 float particleintensity;
57 float energyperphoton;
60 float bounceminimumintensity2;
62 r_shadow_bouncegrid_settings_t;
64 typedef struct r_shadow_bouncegrid_state_s
66 r_shadow_bouncegrid_settings_t settings;
68 qboolean allowdirectionalshading;
69 qboolean directional; // copied from settings.directionalshading after createtexture is decided
70 qboolean createtexture; // set to true to recreate the texture rather than updating it - happens when size changes or directional changes
74 double lastupdatetime;
87 // per-frame data that is very temporary
89 struct r_shadow_bouncegrid_splatpath_s *splatpaths;
90 int highpixels_index; // which one is active - this toggles when doing blur
91 float *highpixels; // equals blurpixels[highpixels_index]
93 unsigned char *u8pixels; // temporary processing buffer when outputting to rgba8 format
94 unsigned short *fp16pixels; // temporary processing buffer when outputting to rgba16f format
96 r_shadow_bouncegrid_state_t;
98 extern r_shadow_bouncegrid_state_t r_shadow_bouncegrid_state;
100 void R_Shadow_Init(void);
101 qboolean R_Shadow_ShadowMappingEnabled(void);
102 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);
103 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);
104 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);
105 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias);
106 int R_Shadow_CalcSphereSideMask(const vec3_t p1, float radius, float bias);
107 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);
108 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist);
109 void R_Shadow_RenderMode_Begin(void);
110 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight);
111 void R_Shadow_RenderMode_Reset(void);
112 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass);
113 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass);
114 void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping);
115 void R_Shadow_RenderMode_VisibleShadowVolumes(void);
116 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent);
117 void R_Shadow_RenderMode_End(void);
118 void R_Shadow_ClearStencil(void);
119 void R_Shadow_SetupEntityLight(const entity_render_t *ent);
121 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
123 // these never change, they are used to create attenuation matrices
124 extern matrix4x4_t matrix_attenuationxyz;
125 extern matrix4x4_t matrix_attenuationz;
127 void R_Shadow_UpdateWorldLightSelection(void);
129 extern rtlight_t *r_shadow_compilingrtlight;
131 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags);
132 void R_RTLight_Compile(rtlight_t *rtlight);
133 void R_RTLight_Uncompile(rtlight_t *rtlight);
135 void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
136 void R_Shadow_ClearShadowMapTexture(void);
137 void R_Shadow_DrawPrepass(void);
138 void R_Shadow_DrawLights(void);
139 void R_Shadow_DrawCoronas(void);
141 extern int maxshadowmark;
142 extern int numshadowmark;
143 extern int *shadowmark;
144 extern int *shadowmarklist;
145 extern int shadowmarkcount;
146 void R_Shadow_PrepareShadowMark(int numtris);
148 extern int maxshadowsides;
149 extern int numshadowsides;
150 extern unsigned char *shadowsides;
151 extern int *shadowsideslist;
152 void R_Shadow_PrepareShadowSides(int numtris);
154 void R_Shadow_PrepareModelShadows(void);
156 #define LP_LIGHTMAP 1
158 #define LP_DYNLIGHT 4
159 void R_LightPoint(float *color, const vec3_t p, const int flags);
160 void R_CompleteLightPoint(float *ambientcolor, float *diffusecolor, float *diffusenormal, const vec3_t p, const int flags);
162 void R_Shadow_DrawShadowMaps(void);
163 void R_Shadow_DrawModelShadows(void);