X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.h;h=782a99006e52db4bc9e57ff0994199b44727330d;hp=9b1193572911562e418292a7741997749b311899;hb=d4111cc0c01ee922c40750177336dc6469fb040b;hpb=105b92bbfd2a623a7bc6f59c4f7110c5b259c9b2 diff --git a/r_shadow.h b/r_shadow.h index 9b119357..782a9900 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -2,57 +2,69 @@ #ifndef R_SHADOW_H #define R_SHADOW_H +extern cvar_t r_shadow_bumpscale_basetexture; +extern cvar_t r_shadow_bumpscale_bumpmap; +extern cvar_t r_shadow_cull; +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_lightattenuationpower; extern cvar_t r_shadow_lightattenuationscale; extern cvar_t r_shadow_lightintensityscale; -extern cvar_t r_shadow_realtime; +extern cvar_t r_shadow_portallight; +extern cvar_t r_shadow_projectdistance; +extern cvar_t r_shadow_realtime_dlight; +extern cvar_t r_shadow_realtime_dlight_shadows; +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_scissor; +extern cvar_t r_shadow_shadow_polygonfactor; +extern cvar_t r_shadow_shadow_polygonoffset; +extern cvar_t r_shadow_singlepassvolumegeneration; +extern cvar_t r_shadow_staticworldlights; extern cvar_t r_shadow_texture3d; -extern cvar_t r_shadow_gloss; -extern cvar_t r_shadow_debuglight; +extern cvar_t r_shadow_visiblevolumes; +extern cvar_t gl_ext_stenciltwoside; + +extern mempool_t *r_shadow_mempool; void R_Shadow_Init(void); -void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance); -void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap); -void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap); +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 numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale); void R_Shadow_ClearStencil(void); -void R_Shadow_RenderVolume(int numverts, int numtris, int *elements); -void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *mesh); -void R_Shadow_Stage_Begin(void); -void R_Shadow_Stage_ShadowVolumes(void); -void R_Shadow_Stage_Light(void); -// returns true if shadow volumes should be drawn again to erase, -// otherwise clears stencil -int R_Shadow_Stage_EraseShadowVolumes(void); -void R_Shadow_Stage_End(void); -int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius); - -typedef struct worldlight_s -{ - vec3_t origin; - vec3_t light; - vec3_t mins; - vec3_t maxs; - vec_t lightradius; - vec_t cullradius; - struct worldlight_s *next; - msurface_t **surfaces; - int numsurfaces; - mleaf_t **leafs; - int numleafs; - rtexture_t *cubemap; - char *cubemapname; - int style; - shadowmesh_t *shadowvolume; - int selected; -} -worldlight_t; - -extern worldlight_t *r_shadow_worldlightchain; - -// 0 = normal, 1 = dynamic light shadows, 2 = world and dynamic light shadows -extern int r_shadow_lightingmode; -void R_Shadow_UpdateLightingMode(void); +void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i); +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); + +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_Compile(rtlight_t *rtlight); +void R_RTLight_Uncompile(rtlight_t *rtlight); + +void R_ShadowVolumeLighting(int visiblevolumes); + +int *R_Shadow_ResizeShadowElements(int numtris); + +extern int maxshadowmark; +extern int numshadowmark; +extern int *shadowmark; +extern int *shadowmarklist; +extern int shadowmarkcount; +void R_Shadow_PrepareShadowMark(int numtris); + #endif