]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.h
Fix a missing newline in system vars mismatch warning.
[xonotic/darkplaces.git] / r_shadow.h
index 479d839e64bc187c0611b848cfaa9cdafac29dc7..82f5c88e0fe329174d4f2ca36a4905dcca6ee348 100644 (file)
@@ -37,6 +37,69 @@ extern cvar_t r_shadow_texture3d;
 extern cvar_t gl_ext_separatestencil;
 extern cvar_t gl_ext_stenciltwoside;
 
+// used by shader for bouncegrid feature
+typedef struct r_shadow_bouncegrid_settings_s
+{
+       qboolean staticmode;
+       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 energyperphoton;
+       float spacing[3];
+       int rng_type;
+       int rng_seed;
+       float bounceminimumintensity2;
+}
+r_shadow_bouncegrid_settings_t;
+
+typedef struct r_shadow_bouncegrid_state_s
+{
+       r_shadow_bouncegrid_settings_t settings;
+       qboolean capable;
+       qboolean allowdirectionalshading;
+       qboolean directional; // copied from settings.directionalshading after createtexture is decided
+       qboolean createtexture; // set to true to recreate the texture rather than updating it - happens when size changes or directional changes
+       rtexture_t *texture;
+       matrix4x4_t matrix;
+       vec_t intensity;
+       double lastupdatetime;
+       int resolution[3];
+       int numpixels;
+       int pixelbands;
+       int pixelsperband;
+       int bytesperband;
+       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;
+
+extern r_shadow_bouncegrid_state_t r_shadow_bouncegrid_state;
+
 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);
@@ -50,8 +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);
@@ -73,6 +136,7 @@ void R_RTLight_Compile(rtlight_t *rtlight);
 void R_RTLight_Uncompile(rtlight_t *rtlight);
 
 void R_Shadow_PrepareLights(void);
+void R_Shadow_ClearShadowMapTexture(void);
 void R_Shadow_DrawPrepass(void);
 void R_Shadow_DrawLights(void);
 void R_Shadow_DrawCoronas(void);
@@ -92,6 +156,12 @@ void R_Shadow_PrepareShadowSides(int numtris);
 
 void R_Shadow_PrepareModelShadows(void);
 
-void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, qboolean dynamic, qboolean rtworld);
+#define LP_LIGHTMAP            1
+#define LP_RTWORLD             2
+#define LP_DYNLIGHT            4
+void R_CompleteLightPoint(float *ambient, float *diffuse, float *lightdir, const vec3_t p, const int flags, float lightmapintensity, float ambientintensity);
+
+void R_Shadow_DrawShadowMaps(void);
+void R_Shadow_DrawModelShadows(void);
 
 #endif