X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.h;h=907173dc2d15c1e5ff1410fa72faf3dad799cb8a;hp=4e1349a34071fa9fa290280dfeddf20326327f61;hb=cd5534758b5760f4bdfad1805b58145c95e743e8;hpb=43c93c6edf2dc67b6315ebddc7a71c7f8c0597d8 diff --git a/r_shadow.h b/r_shadow.h index 4e1349a3..907173dc 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -2,92 +2,109 @@ #ifndef R_SHADOW_H #define R_SHADOW_H +#define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8 + +extern cvar_t r_shadow_bumpscale_basetexture; +extern cvar_t r_shadow_bumpscale_bumpmap; +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_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_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; +extern cvar_t r_shadow_realtime_world_shadows; +extern cvar_t r_shadow_realtime_world_compile; +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_polygonfactor; +extern cvar_t r_shadow_polygonoffset; +extern cvar_t r_shadow_texture3d; +extern cvar_t gl_ext_separatestencil; +extern cvar_t gl_ext_stenciltwoside; + +// used by shader for bouncegrid feature +extern rtexture_t *r_shadow_bouncegridtexture; +extern matrix4x4_t r_shadow_bouncegridmatrix; +extern vec_t r_shadow_bouncegridintensity; +extern qboolean r_shadow_bouncegriddirectional; 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_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); +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); +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 texturenumsurfaces, const msurface_t **texturesurfacelist); +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_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_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_LightWithShadows(void); -void R_Shadow_Stage_LightWithoutShadows(void); -void R_Shadow_Stage_End(void); -int R_Shadow_ScissorForBBox(const float *mins, const float *maxs); +qboolean 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); +extern rtlight_t *r_shadow_compilingrtlight; + +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_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); +void R_Shadow_DrawPrepass(void); +void R_Shadow_DrawLights(void); +void R_Shadow_DrawCoronas(void); + +extern int maxshadowmark; +extern int numshadowmark; +extern int *shadowmark; +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_Shadow_PrepareModelShadows(void); + +#define LP_LIGHTMAP 1 +#define LP_RTWORLD 2 +#define LP_DYNLIGHT 4 +void R_LightPoint(float *color, const vec3_t p, const int flags); +void R_CompleteLightPoint(float *ambientcolor, float *diffusecolor, float *diffusenormal, const vec3_t p, const int flags); + +void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); +void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); #endif