X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.h;h=4e1349a34071fa9fa290280dfeddf20326327f61;hp=20a3f3606bb083eb1e729418985dfa1361d92f84;hb=43c93c6edf2dc67b6315ebddc7a71c7f8c0597d8;hpb=dda9525d00cbd81ad257870fbcb60079e11e367f diff --git a/r_shadow.h b/r_shadow.h index 20a3f360..4e1349a3 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -5,17 +5,20 @@ extern cvar_t r_shadow_lightattenuationscale; extern cvar_t r_shadow_lightintensityscale; extern cvar_t r_shadow_realtime_world; +extern cvar_t r_shadow_realtime_world_lightmaps; extern cvar_t r_shadow_realtime_dlight; extern cvar_t r_shadow_visiblevolumes; extern cvar_t r_shadow_gloss; extern cvar_t r_shadow_debuglight; extern cvar_t r_shadow_bumpscale_bumpmap; extern cvar_t r_shadow_bumpscale_basetexture; +extern cvar_t r_shadow_worldshadows; +extern cvar_t r_shadow_dlightshadows; void R_Shadow_Init(void); void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance); -void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertices, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtofilter, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap); -void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertices, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtofilter, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap); +void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertices, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtolight, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap); +void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertices, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtolight, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap); void R_Shadow_ClearStencil(void); void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *mesh); @@ -25,17 +28,23 @@ void R_Shadow_Stage_ShadowVolumes(void); void R_Shadow_Stage_LightWithShadows(void); void R_Shadow_Stage_LightWithoutShadows(void); void R_Shadow_Stage_End(void); -//int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius); int 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); + typedef struct worldlight_s { // saved properties vec3_t origin; - vec_t lightradius; - vec3_t light; vec3_t angles; - int castshadows; + vec3_t color; + vec_t radius; + vec_t corona; + int drawshadows; char *cubemapname; // shadow volumes are done entirely in model space, so there are no matrices for dealing with them... @@ -43,8 +52,8 @@ typedef struct worldlight_s // note that the world to light matrices are inversely scaled (divided) by lightradius // matrix for transforming world coordinates to light filter coordinates - //matrix4x4_t matrix_worldtofilter; - // based on worldtofilter this transforms -1 to +1 to 0 to 1 for purposes + //matrix4x4_t matrix_worldtolight; + // based on worldtolight this transforms -1 to +1 to 0 to 1 for purposes // of attenuation texturing in full 3D (z result often ignored) //matrix4x4_t matrix_worldtoattenuationxyz; // this transforms only the Z to S, and T is always 0.5 @@ -55,14 +64,22 @@ typedef struct worldlight_s vec3_t maxs; vec_t cullradius; struct worldlight_s *next; - msurface_t **surfaces; - int numsurfaces; - mleaf_t **leafs; - int numleafs; rtexture_t *cubemap; int style; - shadowmesh_t *shadowvolume; int selected; + + matrix4x4_t matrix_lighttoworld; + matrix4x4_t matrix_worldtolight; + matrix4x4_t matrix_worldtoattenuationxyz; + matrix4x4_t matrix_worldtoattenuationz; + + // premade shadow volumes and lit surfaces to render + shadowmesh_t *meshchain_shadow; + shadowmesh_t *meshchain_light; + + // used for visibility testing + int numclusters; + int *clusterindices; } worldlight_t; @@ -70,4 +87,7 @@ extern worldlight_t *r_shadow_worldlightchain; void R_Shadow_UpdateWorldLightSelection(void); +void R_Shadow_DrawStaticWorldLight_Shadow(worldlight_t *light, matrix4x4_t *matrix); +void R_Shadow_DrawStaticWorldLight_Light(worldlight_t *light, matrix4x4_t *matrix, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz); + #endif