X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.h;h=11dd8606165690af0b35b0981f61bc99f4acfbe2;hp=9de0b8832dd3d525cc1727e4aed5d2d2a13ed646;hb=78b6fb46fb00b5c74f08337becebc27e4e8688b8;hpb=8ec665d61abcab5d42d36c17e151a3f8347fe32c diff --git a/r_shadow.h b/r_shadow.h index 9de0b883..11dd8606 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -8,40 +8,55 @@ 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_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; 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_dlightshadows; 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_compilelight; 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_shadow_polygonfactor; -extern cvar_t r_shadow_shadow_polygonoffset; +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 r_shadow_visiblelighting; -extern cvar_t r_shadow_visiblevolumes; +extern cvar_t gl_ext_separatestencil; extern cvar_t gl_ext_stenciltwoside; -extern mempool_t *r_shadow_mempool; - void R_Shadow_Init(void); -void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, 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 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 *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture); -// light currently being rendered -extern rtlight_t *r_shadow_rtlight; +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); +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 firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject); +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_VisibleShadowVolumes(void); +void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent); +void R_Shadow_RenderMode_End(void); +void R_Shadow_ClearStencil(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 @@ -50,19 +65,17 @@ extern matrix4x4_t matrix_attenuationz; rtexture_t *R_Shadow_Cubemap(const char *basename); -extern dlight_t *r_shadow_worldlightchain; - void R_Shadow_UpdateWorldLightSelection(void); extern rtlight_t *r_shadow_compilingrtlight; -void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic); +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); void R_RTLight_Compile(rtlight_t *rtlight); void R_RTLight_Uncompile(rtlight_t *rtlight); +void R_PrepareRTLights(void); void R_ShadowVolumeLighting(qboolean visible); - -int *R_Shadow_ResizeShadowElements(int numtris); +void R_DrawCoronas(void); extern int maxshadowmark; extern int numshadowmark; @@ -71,4 +84,12 @@ extern int *shadowmarklist; extern int shadowmarkcount; void R_Shadow_PrepareShadowMark(int numtris); +extern int maxshadowsides; +extern int numshadowsides; +extern unsigned char *shadowsides; +extern int *shadowsideslist; +void R_Shadow_PrepareShadowSides(int numtris); + +void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic); + #endif