X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.h;h=4e1349a34071fa9fa290280dfeddf20326327f61;hp=cea3a9ef3be57ab126186f7a9aa2ade10db7e2c9;hb=43c93c6edf2dc67b6315ebddc7a71c7f8c0597d8;hpb=2dbb3966a2791390e57a081d68238788cbeb4a3c diff --git a/r_shadow.h b/r_shadow.h index cea3a9ef..4e1349a3 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -2,17 +2,92 @@ #ifndef R_SHADOW_H #define R_SHADOW_H +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, float *vertex, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance, int visiblevolume); -void R_Shadow_VertexLight(int numverts, float *vertex, float *normals, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor); -void R_Shadow_RenderLightThroughStencil(int numverts, int numtris, int *elements, vec3_t relativelightorigin, float *normals); +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_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_RenderVolume(int numverts, int numtris, int *elements, int visiblevolume); -void R_Shadow_Stage_Depth(void); +void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *mesh); +void R_Shadow_Stage_Begin(void); +void R_Shadow_LoadWorldLightsIfNeeded(void); void R_Shadow_Stage_ShadowVolumes(void); -void R_Shadow_Stage_Light(void); -void R_Shadow_Stage_Textures(void); +void R_Shadow_Stage_LightWithShadows(void); +void R_Shadow_Stage_LightWithoutShadows(void); void R_Shadow_Stage_End(void); +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; + vec3_t angles; + 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... + + // 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_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 + //matrix4x4_t matrix_worldtoattenuationz; + + // generated properties + vec3_t mins; + vec3_t maxs; + vec_t cullradius; + struct worldlight_s *next; + rtexture_t *cubemap; + int style; + 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; + +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