]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.h
Remove v_hwgamma feature as it is not worth maintaining and has severe restrictions...
[xonotic/darkplaces.git] / r_shadow.h
index 9c74aed120eb3a0184df4915e49184d58e4488de..3346b77e07c690a3bbc95c3bbb325bf9f98931e3 100644 (file)
@@ -44,16 +44,23 @@ typedef struct r_shadow_bouncegrid_settings_s
        qboolean bounceanglediffuse;
        qboolean directionalshading;
        qboolean includedirectlighting;
+       qboolean blur;
+       qboolean normalizevectors;
+       int floatcolors;
        float dlightparticlemultiplier;
        qboolean hitmodels;
        float lightradiusscale;
        int maxbounce;
+       float lightpathsize_initial;
+       float lightpathsize_conespread;
        float particlebounceintensity;
        float particleintensity;
        int maxphotons;
-       float intensityperphoton;
+       float energyperphoton;
        float spacing[3];
-       int stablerandom;
+       int rng_type;
+       int rng_seed;
+       float bounceminimumintensity2;
 }
 r_shadow_bouncegrid_settings_t;
 
@@ -73,13 +80,21 @@ typedef struct r_shadow_bouncegrid_state_s
        int pixelbands;
        int pixelsperband;
        int bytesperband;
-       unsigned char *pixels;
-       float *highpixels;
        float spacing[3];
        float ispacing[3];
        vec3_t mins;
        vec3_t maxs;
        vec3_t size;
+       int maxsplatpaths;
+
+       // per-frame data that is very temporary
+       int numsplatpaths;
+       struct r_shadow_bouncegrid_splatpath_s *splatpaths;
+       int highpixels_index; // which one is active - this toggles when doing blur
+       float *highpixels; // equals blurpixels[highpixels_index]
+       float *blurpixels[2];
+       unsigned char *u8pixels; // temporary processing buffer when outputting to rgba8 format
+       unsigned short *fp16pixels; // temporary processing buffer when outputting to rgba16f format
 }
 r_shadow_bouncegrid_state_t;
 
@@ -98,8 +113,8 @@ 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, qboolean shadowmapping);
-void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping);
+void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass);
+void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping);
 void R_Shadow_RenderMode_VisibleShadowVolumes(void);
 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent);
 void R_Shadow_RenderMode_End(void);
@@ -121,6 +136,7 @@ void R_RTLight_Compile(rtlight_t *rtlight);
 void R_RTLight_Uncompile(rtlight_t *rtlight);
 
 void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
+void R_Shadow_ClearShadowMapTexture(void);
 void R_Shadow_DrawPrepass(void);
 void R_Shadow_DrawLights(void);
 void R_Shadow_DrawCoronas(void);
@@ -146,7 +162,7 @@ void R_Shadow_PrepareModelShadows(void);
 void R_LightPoint(float *color, const vec3_t p, const int flags);
 void R_CompleteLightPoint(float *ambientcolor, float *diffusecolor, float *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);
+void R_Shadow_DrawShadowMaps(void);
+void R_Shadow_DrawModelShadows(void);
 
 #endif